
I for example never experienced any issues like that in VR, not even on the wildest games that made others nauseous, like a rollercoaster-like game on the technically lacklustre Oculus DK1. Ignoring the latter - and it's actually more like a spectrum of possible experiences - gives the article a very one-sided perspective. The same situation - especially one where the technology is lacking - can be sickness-inducing for one person and completely fine for the other.


Looking down may well give you a sense of vertigo – anybody for whom this is their first brush with VR will likely be impressed with that sensation, at least. Climbing (or warping if you’re clever) to the highest place on your map and leaping into the air, the sense of depth provided by the Goggles is impressive.

Things feel much better when you’re gliding. Yes, Hyrule has depth but you're looking at it through binoculars, and very pixelated ones at that. In terms of immersion, the field of view offered on Switch is too narrow to improve upon a big ol' TV. Turning motion aiming off in the menu stops the gyro from registering your head movement, meaning you can last longer, but it’s simply delaying the inevitable. It is possible to mitigate some of the effects. Standing in one spot is one thing, but while in motion the screen resolution, refresh rate and various other factors become much more important – all of the things which we were worried about from the very first announcement. This, in addition to the regular rotational movement, instantly feels strange as your brain struggles to marry the erratic visual data with the information it’s getting from your inner ear.Īnybody with a cursory knowledge of VR will tell you that this disconnect is one of the biggest problems developers face and, frankly, Switch isn’t equipped to deal with it. Look skywards and the camera moves in closer to Link, just as it does when you do the same using the right stick look down and ‘you’ zoom out further. The gyro in the console enables you to look around but rather than rooting you to the spot, you float around Lakitu-style behind Link. The motion from the camera is the problem. As we write this, we’re still feeling a little spaced out following an hour or so of play. Anybody thinking of picking up a custom 3D-printed pair of Switch VR goggles and headstrap on Etsy might want to hold off – the pain as the lactic acid builds up in your arms while holding the Switch to your face signals the duration the average gamer will be able to manage Breath of the Wild through VR goggles. Frankly, Hyrule is very hard to stomach in VR, certainly for any length of time.
