4 ms·
I fall into that 15-20%. I'm quite tech savvy and spend a lot of time in front of screens, so it's odd that I react so poorly to VR. But I simply can't balance
by paperwasp42 6y ago
I fall into that 15-20%. I'm quite tech savvy and spend a lot of time in front of screens, so it's odd that I react so poorly to VR. But I simply can't balance while using a VR headset.
Interestingly, I have a neuromuscular disease. I would guess this is part of the issue, even though I don't experience dizziness/lack of balance as a day-to-day issue.
A friend of mine has similar issues. She has chronic sinusitis, so I wonder if that is the cause.
Anyway, I have to agree with you here. It's going to be a bit difficult for VR to catch on if 1/5 of your friend group can't play/participate without injuring themselves.
The question is, how common is this really? And if it is common, would growing up with VR make the next generation less likely to have these issues? Or is it an immutable problem for people with certain brain structures or health issues?