4 ms·
> "...indicated that more than 65 percent of people experienced symptoms of cybersickness, and more than one-third of these people experienced severe symptoms."
by zelos 4y ago
> "...indicated that more than 65 percent of people experienced symptoms of cybersickness, and more than one-third of these people experienced severe symptoms."
That sounds about right from my anecdata. I enjoy VR, but I have to treat it like drinking: I know it'll make me feel crappy afterwards.
- moron4hire 4y agoIt does not comport with my experience at all. I run a VR lab at work. I've put hundreds of people through 2 to 3 hour sessions. We interview them before and after and only 10% experience symptoms, with only 10% of those being severe. 90% go through our app, using the Oculus Quest 2, with no problems.
- zelos 4y agoInteresting. Is that (effectively) randomly selected people, or is it opt-in?
- dagw 4y agoIn my experience (both professionally and personally) the exact nature of the app matters more than anything else. I can use most VR apps/games no problem, but there are a couple where I have to bail after 2 minutes.
- Guillaume86 4y agoI feel like the number 1 factor is the app locomotion method, and people relating their experience without specifying what method they were experiencing is pretty useless. The commonly called "smooth locomotion" method, aka moving in VR with a joystick like we do in 2d games is the worst to get used to. Natural locomotion (walking in reality to walk in VR) or teleportation does not get people so sick so fast.
- moron4hire 4y agoThat's exactly right. And the article mentions that was the method (smooth locomotion) that they used in the study, but then the researcher made some kind of crazy claim that it shouldn't matter.