Latency Illness

This is why VR headsets make us sick.

As mentioned in my previous post, Oculus Rift is a Fad, there are physiological reasons that we (as human beings) get sick when using virtual reality headsets for an extended period of time.  I will explain the reasons for this effect herein.

The key factor is head tracking latency.

When discussing this, I used to call it “anti-motion sickness”, and some people have referred to the problem as “simulator sickness”, but I have now chosen to use the term “latency illness“, as that is a more accurate description.

To start with the most basic idea, latency is the amount of delay in a system, and in this case, it means the time between a real-world action (a head movement) and the visual representation of that action on the display.  This is the time it takes for this whole process: HMD sensors detect head movement, the headset delivers that information to the driver, which in turn reports the movement to (or is polled by) the game software, which then assembles the updated scene, which is rendered to the display (generally, at the next refresh), and finally the eyes and brain interpret the image(s).

The above process necessarily takes a not-insignificant amount of time, introducing noticeable latency.  In practical terms, when you turn your head, the display is slightly behind.  On a fixed display (with a normal controller), this can be annoying (and combined with a slower refresh rate, can even make people dizzy), but a delay between a mouse (arm) movement and a screen update becomes a characteristic of the game.  However, when the display is “immersive” and provides your entire vision, without a stable frame of reference, and the input is the actual movement of your head, it introduces issues that trigger (undesirable) physiological responses.

Moving your head necessarily moves the vestibular system in your inner ear, which is responsible for balance, spatial orientation, and movement detection; it is your own personal head tracker.  You (correctly) feel through your vestibular sense that your head has moved, but with the introduction of latency and immersion, your visual sense tells you that your head has not moved (yet).  Your brain has to try to make sense of conflicting inputs, which can lead to dizziness (vertigo, disequilibrium, or lightheadedness) and headaches after a short period of time.  This is a form of motion sickness.

The human brain has evolved over the eons to have a specific response to this disconnect between vestibular and visual senses: nausea.  The reason that we get ill when our senses do not concur is that this is experienced when we have consumed something poisonous.  Our great ancestors (or children 🙂 ) may have ingested poison berries, and nausea is the reaction that increases survival fitness by causing us to vomit, expelling the poison from our system in the fastest manner possible.  Unfortunately, when the cause of the nausea is not from our stomach, vomiting does not provide relief.

You may have noticed the fact that all of the above provides a pretty good description of what happens when somebody gets drunk, and of course, those unpleasant aftereffects are known as a hangover.  In the case of latency illness, the process is similar, and many of the same aftereffects are experienced with extended use.  Note that the brain can adapt to incorrect visual input (see the perceptual experiments of George M. Stratton), but when the problems are caused by lengthy use of a VR headset, there are periods of adjustment both when the headset is donned and again when it is removed.

In my experience, one does not get “VR legs”; limited use (less than 5 minutes at a time) of an HMD is always recommended, even if visual latency seems to less disconcerting.  I believe that this is the fatal flaw in this kind of virtual reality technology.  However, other great (game) programming minds, such as Michael Abrash and John Carmack (despite my swipe in the last post 😉 ), are contemplating how to minimize the latency issues, from a technological standpoint; physiology must still play a role, though.

As I mentioned previously, my personal experience with moderate latency illness came when I was doing final testing of the Doom II driver for the Virtual i-O iGlasses.  I had been working on the drivers for a while, and I had become accustomed to the latency, somewhat.  I also knew, thanks to Mark Long of Zombie, that there was a risk of playing a game in the headset for too long.  Nevertheless, I wanted to do proper final testing of the drivers, so I installed everything on a clean system and started playing Doom II in the iGlasses; I kept playing for quite a while, completing several levels.  I did not feel sick or anything, and the drivers worked, so it was time to ship.  Then I took the headset off…

Boom!  Instant hangover.  I almost instantaneously got a massive headache, felt somewhat dizzy, and became very nauseous.  It was everything I could do just to archive the final drivers and write an accompanying email, and once I was done, I just went to bed and laid there feeling like I was taking my lumps for getting smashed, when all I had done was play a few levels of a video game with a virtual reality headset.  I still felt odd after sleeping for several hours.  While this may have been worth it for the contract payment I later received, it definitely was not worth it solely for the gameplay.

Based on that, and my research since then, I strongly recommend that anybody interested in getting an Oculus Rift or other VR headset consider these issues first and, if/when they purchase, avoid playing any game for more than a few minutes at a time, taking a decent recovery period between sessions.

Oculus Rift is a Fad

It’s All Been Done [repeat 3 times] Before…

There has recently been a great deal of “buzz” surrounding the Oculus Rift, which is a virtual reality headset, or HMD (Head Mounted Display) with positional tracking.  The talk really got started at E3 2012, when John Carmack demonstrated a prototype.  After that, Oculus launched a successful Kickstarter campaign, eventually receiving $2.4 million in funding (after seeking just $250K).

The Kickstarter page, however, is very revealing, describing the Oculus Rift as “the first truly immersive virtual reality headset for video games.”  This is just plain false, and it shows not only a lack of research, but an associated failure to understand the history of VR gaming headsets, which (unfortunately for them) strongly predicts the future.

There were virtual reality headsets readily available back in 1995, 18 years ago!  Then, as now, they were being hyped as a new standard of immersion and a paradigm shift in gaming and [insert preferred hyperbole here].  In particular, I speak of the Virtual i-O iGlasses and the CyberMaxx headset, both of which our company owns (and has in storage, notably not in use), though I recall other competitors; even Nintendo got on the virtual reality bandwagon with its Virtual Boy.

I suppose that this is a good time to provide my credentials for this discussion.  In 1995, I wrote the official game drivers for Virtual i-O, which included native drivers for Doom II (ironically, Carmack’s game) and Dark Forces.  I was also later (1996) contracted by VictorMaxx (the manufacturer) to write game drivers for the CyberMaxx, as well as a virtual mouse driver that was controlled by its head tracking.  Also in 1995, I worked on Locus, the first release from Zombie, and also the first (to my knowledge) retail game that was truly (as the box says) “Engineered for head-mounted displays“.  At the very first E3 in Los Angeles, I had my software being shown in three different booths, and I helped demonstrate the iGlasses myself in two of those places.  I know whereof I speak.

Clearly, as evidenced by two nearly adult headsets collecting dust in storage, the “virtual reality revolution” never took place.  Sure, there were games that supported HMDs, and a brief time when some “location-based entertainment” (a fancy phrase for video arcades) had games which used VR hardware, but most people still played (and play) games with just a controller and a standard display.  This is precisely analogous to the non-existent 3D television revolution touted by those with skin in the game; it never happened, and while the hardware is readily (even fairly inexpensively) available, it did not take off.

There are two main issues with why virtual reality gaming has not become mainstream.  First, using a head tracker and/or other VR hardware is inconvenient.  It requires some preparation, there is a degree of setup, and then players need to wear/use slightly (to significantly) awkward devices.  It is nothing that cannot be done fairly easily, but it requires just enough effort that most will generally not bother.  This is quite the opposite of the current mobile gaming revolution (which is happening) where a player simply picks up a device, touches a (virtual) button, and plays.  There is also no “killer app” for the technology (guillotine simulator notwithstanding), so nothing but novelty to drive sales.

The second issue is that position tracking latency in a head mounted display makes you ill, literally.  Extended use (more than 5 minutes or so) of a head tracker will actually give you symptoms similar to motion sickness, or perhaps a severe hangover, including nausea and headaches.  Apparently, the makers of the Oculus Rift claim that this feeling of seasickness could be overcome once you get your “VR legs”; do not buy that.  There are specific physiological reasons for this reaction, which I will describe in my next post.  For now, let me just tell you that I have never gotten seasick nor experienced any other kind of motion sickness, but using the iGlasses for an extended period, during final Doom II driver testing, caused such an unpleasant experience that for a long time I would start feeling unwell just seeing that game played on a normal screen.  Locus was explicitly designed to have short matches and encourage a break from the headsets between rounds.

So, the Oculus Rift is nothing that has not been done before, and although the vertical resolution for each eye is slightly better than the Virtual i-O device, the iGlasses actually were more immersive, since they included stereo audio on the device, not just video.  That all said, I will admit that the Oculus Rift (like others before it) is a cool device, and I am certainly considering one on that basis.  However, it is still just a fad.

A cool fad, but a fad nonetheless.

Most Popular Solitaire Touch Edition 1.0

We have another Solitaire game for iPad in the App Store.

Most Popular Solitaire for iPadApple approved Most Popular Solitaire, our third Solitaire game for iPad, yesterday; it is now available in the App Store for only $3.99!

Most Popular Solitaire is a collection of 30 of the most popular Solitaire games, exactly as the title implies.  These games include Klondike (a.k.a., “Solitaire”), FreeCell, and Spider, as well as more unusual forms of patience such as Crazy Quilt.  There are games of many different types, including Pyramid, Forty Thieves, Aces Up, Canfield, Golf, La Belle Lucie, Cruel, Scorpion, and Yukon, plus 17 more games, and “if you act now” you will also receive 13 bonus variations of these games.

The initial release of this latest app has the same basic features as A Little Solitaire Touch Edition and FreeCell Plus Touch Edition, albeit with many more games.  The next two Solitaire apps from the Goodsol Solitaire for iPad page will add some additional features, based on customer feedback from the earlier releases.

What our customers are saying:

  • “Awesome.  Best solitaire anywhere.  Am looking forward to all the new fun you’ve planned for updates.”
  • “This is an excellent group of Solitaire games.  I enjoy the ‘touch’ autojump feature.  Graphics are excellent on the iPad.”
  • “I have been playing both their solitaire and mahjongg PC games for years.  Love their products.  [The iPad games] they’ve loaded are excellent.”

Get your copy from the App Store today!

FreeCell Plus Touch Edition 1.0

Now our second iOS title is available in the App Store.

FreeCell Plus for iPadYesterday, Apple approved Goodsol FreeCell Plus, our second Solitaire game for iPad, and it is now available in the App Store for only $1.99!

Goodsol FreeCell Plus is a collection of 12 different FreeCell variants, including FreeCell itself, as well as some other very popular games, such as Eight Off, Penguin, and Sea Towers, plus 8 more.  The title also includes 3 different card sets, 16 back designs, and features all of the quality gameplay you expect from us.  As a bonus, free of charge, you also get the cherished “Goodsol” branding because, oddly, Apple does not allow both iOS and Mac OS X games to have the same name, even from the same developer.

FreeCell Plus is just starting to climb the charts, and we anticipate a decent spike when the next Goodsol newsletter announces it.  Last week, A Little Solitaire climbed to #1 in Card Games, with a 5-star rating, and I expect that FreeCell Plus will perform similarly.

You will see on the Goodsol Solitaire for iPad page that “App 3” is being prepared for beta testing.  If you think you know what that title will be, you are probably correct. 🙂

TableTop Day 2013 Wrapup

Everybody (hosts and guests) had a great time.

[Note that house rules dictate that winner (or new guest) chooses next game.]

… and now we are even better equipped for our next Game Night!

A Little Solitaire Touch Edition 1.0

Our first iOS title is now available in the App Store!

On Friday, Apple approved A Little Solitaire, our A Little Solitaire Touch Editionfirst Solitaire game for iPad (of several), and it is now available in the App Store for only 99 cents!

A Little Solitaire is, as suggested by the name, a small collection with 9 of the most popular computer Solitaire games.  This includes Klondike (a.k.a., Solitaire) [4 variants], FreeCell [2 variants], and Spider, with its Spider One Suit (easy) and Spider Two Suits (average) variants.  The product includes 3 different card sets, as well as 16 back designs, and features all of the quality gameplay you expect from Goodsol Development (and our implementation 🙂 ).

Over the weekend, A Little Solitaire has hovered just outside the Top 50 in its category, Card Games (i.e., Games->Card), where it remains (for the moment) on the front page.  It has a few reviews, but I am particularly pleased by this 5 Star review:

Wow — I have been waiting so long for this app for the IPAD. Nicely done as I would not expect anything else from this developer. I have the Mac games and THANKS for the IPAD version. Will look forward to more apps and graphics are nice, game play is like it should be played. THANKS!!!!

This makes me feel that the effort to make a quality game was appreciated.  A mediocre review based solely on games that a reviewer would rather have…  not so much.

Check it out, and please let us know what you think.

DemolishPairs.com

The spiders already have it, so it is announced.

Demolish! PairsToday, we unofficially launch our brand new web site, DemolishPairs.com, in support of our upcoming release, Demolish! Pairs.

Demolish! Pairs is an arcade/puzzle game, initially for iPad, iPhone, and iPod touch, where players remove pairs of bricks (or other blocks) and attempt to entirely clear the grid for each level.  Players compete in either Arcade Mode or Zen Mode, depending whether they want a challenge against the clock or a more relaxing experience.

So just how new is the web site?  It is so new…  Only a couple of pages were published when Google stopped by and added it to their database (#1 for “Demolish Pairs”), caching the main page in the process.  Because of that unexpectedly accelerated schedule, the number of pages that are actually ready will depend on how quickly you visit the site. 🙂

iPhone screen shot of Demolish! Pairs

Demolish! Pairs on the original iPhone [8 x 5, 4 colors, ‘Brick’ block set, ‘Darkness’ background, toolbar hidden]

What I can say with some confidence is that there will be a call for beta testers within a few days.  In the meantime, if you have any comments about or suggestions for DemolishPairs.com, they will be greatly received at webmaster@digitalgamecraft.com.

Not-so-Free Agent

There’s a hole in my schedule, Dear Liza, Dear Liza.

For the first time in years, my game development time is entirely my own.  Today was the first day of business since late 2001 on which I did not have a time obligation to a consulting client.  Feels weird. 😉

Having made arrangements with our largest client to take a short hiatus (while we weather the vicissitudes of App Store reviewers), we did have an interesting quasi-game project penciled into the schedule.  Unfortunately, as happens all too often in this industry, as we were warming up the fountain pen, the prospective client proved to be yet another “tire kicker” not actually serious about having the project produced professionally.

So, this means that…

You, yes you, can retain a professional game developer with more than 30 years of industry experience to design, program, or consult on your project.

Currently, I am actively working on Windows, Mac OS X, and iOS projects, with C++ and Objective-C code, though my abilities range far beyond those.  I have particular knowledge of quality control, artificial intelligence, and traditional games.  For more information [serious inquiries only]: seelhoff@sophsoft.com

Of course, I am actually reveling in having the extra development time for Digital Gamecraft projects, starting with Demolish! Pairs, for which there will be a number of announcements in the coming days and weeks.

The only thing (and the real point of this post) is…  I need to get used to having all of my time for these projects.  At the moment, I still habitually kick into time management mode, making sure that I stay on top of everything that needs to be done for each client.  For now, I suppose, I am my only client.  That works. 🙂

Solitaire for iPad… almost.

After months (years) in development, it is nearly here.

Mystery Icon for iPadToday, Goodsol Development (almost) announced our upcoming iPad games in their newsletter (issue #176).

In the “iPad Versions Coming” section, Thomas Warfield indicates that there are now development updates at http://www.goodsol.com/ipad.  The first two planned releases are still called “App 1” and “App 2” (not their actual names 🙂 ); for a little bit of intrigue and fun, I have included the iPad icon for the former above.  Feel free to submit your guesses for the actual name.

“And, by the way, I think the iPad games are going to be very good.
We’ve spent a long time trying to make them up to the standards of our
Windows and Mac games.”

As another Gamecraft exclusive, I can tell you that the app attached to the above icon has now entered “release candidate” status, as we prepare to run the gauntlet of Apple App Store submission.  Stay tuned…

PGMJ on Amazon

Get the best MahJongg Solitaire program shipped to your door.

Now, you can order Pretty Good MahJongg from Amazon.com.  For those of you who (like me) prefer a physical product, especially for gift-giving, this is a great opportunity.  Not only do you get the full game, with 55 solitaire and puzzle games plus 300 tile matching layouts and a layout editor, but you also get a professionally packaged disc, all for a discounted price.  This is a perfect birthday gift for all ages, or you can get a copy for yourself and display the box right next to your other retail games.  (Mine will keep company with all of the products I have worked on over the last 30 years. 🙂 )

Get your copies by searching for “Pretty Good MahJongg” at Amazon.com, or you can use this direct link:  http://www.amazon.com/exec/obidos/ASIN/B00BHIPOEG

For a limited time only: Be the first to review this item.

In Stock.