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>the headset is a headache inducing vestibular system disruptor What causes this? Is it related to low resolution? Lag between moving your head and moving the
by geoduck14 4y ago
>the headset is a headache inducing vestibular system disruptor
What causes this? Is it related to low resolution? Lag between moving your head and moving the image? It is always going to be bad, or is there hope that it can get better in the future?
- fknorangesite 4y ago> Is it related to low resolution? Lag between moving your head and moving the image? All of the above. Often games will have "reduced motion sickness" settings that sacrifice some realism. Different people are affected to varying degrees by VR-motion-sickness. Personally, I'm not at all: I can spend hours in VR and not mind at all. Others are sick in moments. The "heavy headset" thing I don't really feel either - I have a Valve Index for chrissakes - but again other people will have a different experience.
- Sohcahtoa82 4y ago> Personally, I'm not at all: I can spend hours in VR and not mind at all. Others are sick in moments. For me, it depends on the game. I can play Beat Saber or PokerStars VR for hours and not care. Assetto Corsa or MS Flight Simulator? As soon as the car/plane starts moving, I get queasy. I can only handle a single lap around the Nurburgring before I have to take a 30 minute break to let my stomach recover. In MS Flight Simulator, I gotta stick to large aircraft that maneuver very slowly and have massive cockpits. I'm fairly sure my experience is pretty common, which is why I always feel people are doing a MASSIVE disservice to VR adoption when they let someone try VR for the first time and it's a racing game or a roller coaster simulator. > The "heavy headset" thing I don't really feel either - I have a Valve Index for chrissakes - but again other people will have a different experience. When I had an HTC Vive, it felt heavy on my face. When I updated to an Index, it was a world of difference. The strap design on the Index does a much better job of putting the weight of the headset on the top of your head, spread over the strap. I don't know about any of Meta's headsets.
- Auracle 4y agoThe strap the Quest 2 comes with is just a basic piece of elastic and isn’t great. Upgrading to a third party strap with a battery in the back (for weight distribution) does a lot, comfort wise.
- Pigalowda 4y agoBriefly - and I’m doing a bit of spit balling here. VR creates an alternate sensorium without adequately blocking the competing natural sensorium. For example - walking in VR without moving your feet causes competing proprioceptive sensations. Our feet give us important information regarding where we are in a 3D space. How should the brain interpret walking but not really walking? And flying/roller coaster should cause changes in the information provided by our otoliths of our inner ear. Instead we go down a roller coaster and expect a real physical change but otoliths are unmoved and there’s no actual sensation. It’s just confusing. Now as far as lag between head movement in reality and in virtual realm? That is another good example you bring up. It needs to be very close to perfect with as little lag as possible
- Sohcahtoa82 4y agoThe ELI5 version is that if the motion your eyes see doesn't match what the movement/balance sensors in your inner ear feel, your brain thinks the mismatch is because you ate something you shouldn't and begins inducing vomiting. Motion sickness. The result is that games where your real world movement matches the game world movement, such as games like Beat Saber, MOST people feel fine. But in a game where the movements don't match, such as any racing or flying game, and any game where you move by holding a button or stick, motion sickness sets in VERY quickly for most people. Lag between moving your head and moving the image creates motion sickness because it creates the mismatch. Getting head tracking latency down to zero frames was a real innovation on the Oculus Rift and is an absolute requirement for any VR headset. Secondly, the frame rate needs to be high. The original Rift was 90 fps. Valve Index is up to 144 fps. Quest 2 I THINK is designed for 80 fps IIRC. In some games, like MS Flight Simulator, it's not really possible to achieve the 144 fps my Index supports without turning the graphics wayyyy down. In this case, the software performs dynamic reprojection when I move my head. Essentially, it just moves the last frame rendered frame around the display to mimic what its movement should be. Of course, it has the side effect that the edges of vision are just black if there's no rendered data, but it's enough to prevent motion sickness when looking around the cockpit at only 40 fps. Naturally, that's moot when I actually start flying the plane. As soon as the plane starts moving, I feel queasy. But with enough practice, it can be overcome. The human brain is quite adaptive and can eventually learn to not care about the visual/physical mismatch.