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I used to work at a VR arcade. I saw thousands of people try VR for their first time. With games and experiences we considered "comfortable", I saw someone deve
by vrthrowaway0 6y ago
I used to work at a VR arcade. I saw thousands of people try VR for their first time. With games and experiences we considered "comfortable", I saw someone develop motion sickness exactly twice.
VR sickness comes from these sources:
* "Fake VR" 3DOF devices that approximate the experience but without positional tracking, e.g. Cardboard, Samsung Gear, Oculus Go, etc. Fortunately those seem to have dropped off the market.
* Low and/or inconsistent framerates due to insufficiently performant applications or weak hardware.
* Artificial forms of locomotion with sustained, smooth motion of the point of view. The faster the motion, the worse, with racing games being the worst and simply intolerable for about 30% of people.
By avoiding #1 and #2, and limiting to #3 to customers used to VR or willing to risk motion sickness, we were very successful at making it a non-issue. So I believe that it's a matter of quality control and user education, not an inherent problem with VR as a platform.