4 ms·
Re: motion sickness, you'll find it almost impossible to fool millions of years of primate evolution where in order to protect the species from poisonous mushro
by smallstepforman 7y ago
Re: motion sickness, you'll find it almost impossible to fool millions of years of primate evolution where in order to protect the species from poisonous mushrooms, we have evolved to associate visual motion without inner ear motion as a sign of food poisoning, hence the desire to vomit. Even the US airforce with billions of dollars in their budget have given up on serious VR headsets since the trainees couldn't tolerate more than 15 minutes of VR. How can Occulus and other cheaper headsets offer something better? They cannot. VR is a passing fad (thanks evolution).
- kruczek 7y agoFortunately it is not as grim as you describe. People have different levels of resistance to motion sickness. Even with titles that offer significant disconnect between physical and virtual motion (e.g Climbey), an hour is something that for me is easily achivable and enjoyable (and even beyond that it's more a problem of getting physically tired of the activity, than of motion sickness). I believe I am not that unique in that regard and there is actually significant percentage of population who could also easily go beyond those "15 minutes of VR".
- mrguyorama 7y agoWhile I'm convinced that there are plenty of people who are unlucky enough to never be able to enjoy VR, I also think most people can "train" themselves to get better for motion sickness just by playing more
- kruczek 7y agoDefinitely. I remember at the beginning Climbey would cause minor confusion if I'd unexpectedly fall, now it doesn't faze me at all. The downside is that I think I used to be more "immersed" at the beginning. Now while I do still enjoy "being" in the 3D environment, at the same time it seems I am more aware of actually being in my room (which at least protects me from motion sickness and from hitting furniture so often).