Last time I left was in 2005 in Colorado. At the time, they would just throw a bunch of people in a room. They were nice enough to throw up some half-cube walls so we could face the wall and get some semblance of a distraction-free environment. They still think they can pay well below market rates just because they're IBM, even when they're hiring you on as a third party contractor and even though their FTE benefits program is only marginally better than the third party contracting houses are offering these days.
I tried Elite Dangerous VR briefly, but found it to be entirely disorienting. A large part of that was not knowing the controls or mapping them properly to my joystick, I think. I'm not sure if it would help if I played the game some time without it -- the gaming system is set up in a shared area of the house, so I can't just set up camp and play for hours on it. I'll be building another system for myself when I have the funds to do so.
Interestingly, with a steering wheel and pedal system, I can play a racing game reasonably well, but find that going above 80 mph on the track makes me rather uncomfortable. I believe that the game is actually entirely TOO realistic in VR. Likewise, I can tell you, specifically, that Mount Wingsuit is not a realistic wingsuit simulation, and I'm not sure any VR-based wingsuit game would be. The developer seems to have put very little consideration into the wisdom of learning to fly a wingsuit by throwing one on and then jumping off a cliff. I've only ever flown one out of a plane, but I can do that reasonably well and don't approve of training yourself to fly into the side of a cliff over and over again until you figure out the controls. Moreover, with their controls you have to look almost straight up in order to see the horizon. This gets uncomfortable very quickly. While I do have to look up-ish to see the horizon while flying my wingsuit as well, the angle on my neck is not quite as severe and gravity is pulling me from different directions then when I'm standing with the VR headset on. And I only ever do it for at most 90 seconds or so in the sky, whereas I might want to play that game for half an hour or so. When the new wingsuit tunnel opens in Stockholm later this year, I'll have to visit and see what it's like to fly the wingsuit for 4-5 minutes at a time. I imagine it will take a good bit more effort.
The most fun thing to do with it, though, is to have guests over and introduce them to VR. The most played games in my library are The Lab's archery demo, fruit ninja VR and the space pirate trainer. Some of the other titles I've tried are well executed, but a lot of the VR games on steam right now are just crap.
So really, it's not all that much of a coincidence. Every so often someone comes along and suggests that we should replace our system of measuring time with something more... elegant. But those people tend not to examine the reasons that gave rise to the way we measure it now, and such attempts inevitably come up short and ultimately fail.
The simulation has been running reasonably well for the amount of effort put into it, although there are still some issues of localized processors crashing when mass values in specific locations go too high, and some number of processors have been having to synchronize their timing signals across boundaries for reasons we do not currently understand. There is also the minor issue that eventually the plutonium degrades back to hydrogen, along with everything else, but we had no intention of ever allowing the simulation to run that long anyway.
Just to add insult to injury, those fuckers started adding third party web sites for services like project planning and some employee incentives. And those third party web sites also had their unique password requirements. I eventually arrived at the conclusion that most of their employees were so busy maintaining their passwords that no other work was getting done inside the company.
Time to take stock. Go home with some office supplies.