It seems to be the case that unless a game is made specifically for virtual reality, it won’t work very well as a port.

As we all know, GTA V was made for consoles and eventually PC, so you shouldn’t it expect it to be perfect when playing it with an Oculus Rift.

I mean, the concept sounds great but in virtual reality it just doesn’t work, largely due to the animations in the game that will cause players to feel nauseous. For more detail, check out the video below courtesy of Gamespot on why GTA V and virtual reality don’t yet go hand in hand.

[youtube https://www.youtube.com/watch?v=cWc1Y0E6h2E]

  • Ivan Bindoff

    The problem with VR-sickness can be broken down to one simple fact: your eyes see acceleration that your body doesn’t feel. Even the basic movement animations in GTA V are not tuned to accommodate this – they are locomotion/root-motion based, meaning your character is moved by the animations. A natural walking or running motion does not move at a constant velocity, it’s a long sequence of subtle accelerations and decelerations with each step, even the headbob etc.

    As you say, it’s even worse when the game takes control of the camera. They’re applying entirely unexpected and unnatural accelerations to your player, none of which your body is experiencing in the slightest while you sit stationary in your chair. Complete disconnect between visual and vestibular system. Fast track to nausea town.

    If you’re really interested in more detail you can read my blog post from when I tried to make a novel first person control scheme for VR. It was a sickening disaster. http://www.ivansapps.com/wordpress/?p=98

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