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Motion sickness in VR is essentially a solved problem for stationary experiences. The headsets framerate and tracking is good to create a believable simulation
by grumbel 4y ago
Motion sickness in VR is essentially a solved problem for stationary experiences. The headsets framerate and tracking is good to create a believable simulation of a 3D virtual space and walking around that space feels no different than walking around a real space.
Where VR still has issues with motion sickness is whenever you move away from that stationary experience. Most normal games want you to run around, dodge, jump, etc. That doesn't translate well for VR and that's where the motion sickness comes in. When the visuals move around, but your body does not, that creates a disconnect and motion sickness. Games playing on a TV can get away with it, since the TV is only a small rectangle in your field of view, but VR is all encompassing, so that doesn't work that well.
There is a good chance that will never be fully solved, but that's not a VR specific problem, but a problem that the real world has just the same, boats and cars still make lots of people sick. The solution is to simply not play those games that require more motion than you can take. And for getting around without visual motion, we already have teleport locomotion in VR, that just zaps you right to where you want to go without having to slowly travel there.
- moralestapia 4y ago>Motion sickness in VR is essentially a solved problem for stationary experiences. Oh really? I have a couple friends who didn't get the memo, apparently.
- grumbel 4y agoAre you sure they are playing the right games (standing/sitting in place, teleport-only, modern headset that isn't a Google Cardboard)? I haven't seen or heard of anybody getting seriously sick after headset went 90Hz and the 6DOF tracking started getting really solid. Back in Oculus DK1 days that was still a serious problem still (3DOF, 60Hz), but once we got the Rift that pretty much disappeared. The wrong games will of course still make people sick, but so will a roller coaster in the real world. That's a game design issue at that point, not a hardware limitation.