Virtual reality: your questions answered

What's the deal with VR? We dig into the basics – and not-so-basics

With this week's release of the Oculus Rift, we've finally entered an era of high-end consumer virtual reality. And the rival HTC Vive is only a week away.

We've already got the Samsung Gear VR and entry-level Google Cardboard, with the PlayStation VR and myriad upstart options on the horizon. And there are rumblings that Apple, Google, and other major players are considering their options. In short: VR is about to be huge, and there's plenty of reason to be excited.

However, VR is one of those things that everyone says you have to experience to truly believe and understand – and even if you've tried on the headsets, there's a lot of variation in quality, design, and interactions between them. Luckily, we have a primer on all of the different headsets available now or soon, which you can click here to check out.

Still got a lot of questions about the coming explosion of VR awesomeness? Here's what you need to know about VR.

1. What kind of games work with VR headsets?

Well, VR games, really: games that let you look freely around your environment in 360 degrees, whether it's a first-person perspective or with your eyes as the roving camera. Your average TV or phone-based game isn't designed for a VR headset, so don't expect a library of thousands of games available from the start.

Luckily, there's a lot of variance in the early lot: highlights include dazzling space shooter EVE Valkyrie, the hilarious Job Simulator, space station survival adventure ADR1FT, mountain-climbing trek The Climb, 3D platformer Lucky's Tale, and minimal exploration game Land's End. And studios are converting some of their best games from 2D screens, as well, with great sim racer Project Cars available for the Rift on day one. With PC games, it's likely that the standard version of a game (found on Steam or elsewhere) will simply have VR support as an option, rather than developers selling separate VR-specific versions for each headset or all of them.

You may be able to play some 2D games in VR, as well: the Oculus Rift will bring in support for Xbox One games, letting you stream them from your console to your PC, where they'll be beamed onto a virtual (flat) screen inside your headset. Valve is working on much the same for PC games for the HTC Vive.

2. How do VR controls work?

It all depends on the headset. With something like the Gear VR, your gaze handles a lot of the interactions, although there's also a touch button on the size of the headset and optional support for game controllers.

With the Oculus Rift, early games will be controlled with the bundled Xbox One controller, but the new Oculus Touch motion controllers will follow later this year, allowing for a wider range of VR interactions.

The HTC Vive, on the other hand, already has large motion wands out of the box, complete with haptic trackpads. The PlayStation VR, meanwhile, will utilise both the PlayStation 4's DualShock 4 gamepad and the PlayStation Move motion controllers, depending on the game.

3. Can I use VR while wearing glasses?

You can, but it's not the most ideal experience. Using glasses with the Gear VR is feasible, but slightly uncomfortable: they'll be jammed against your face and get dirty, which takes away from the immersion. The Oculus Rift is about the same: it's not great, but it might be bearable. Your mileage will vary here.

Hopefully, this is something that headset makers continue to try to accommodate. Nearsighted folks might be able to play without glasses and still have a fine experience, but obviously that's not the same for everyone. Hell, if you're pretty serious about VR, it might be time to look into corrective eye surgery… or contacts, at least.

4. I get motion sickness. Am I not VR-compatible?

Maybe not right now, unfortunately. VR headsets have made vast improvements over the past few years, and as the screens get sharper and the refresh rate increases, the pervasive sense of nausea seems to be affecting fewer and fewer people. In a few years, with further advancements ahead, it might not be a problem for the vast majority of users.

But for now, your options are probably limited. From our own experience, the more time you spend with VR, the more you get used to the twists and turns that can send your stomach churning. That said, some games and apps are much more nauseating than others. In any case, you should absolutely try before you buy to avoid a messy, expensive outcome.

5. How much room will I need?

For the Gear VR and Oculus Rift from the outset, you won't need much room at all: just a comfy chair to sit in, really, and a swivel chair can really help with movement in some games. You can stand while playing, too, but the Rift still shouldn't require much space around you using the Xbox One gamepad. That will probably change when the Touch controllers come into play.

But the HTC Vive has motion controllers right out of the box, and they'll need a bit of space: about 5ft x 6.5ft, which works out to approximately 1.5 metres x 2 metres. As the delightful illustration from the user manual shows, you'll probably want to move the furniture out of range so you don't accidentally topple over a table or couch.