Why virtual reality makes a lot of us sick, and what we can do about it.

  • Mossy Feathers (They/Them)@pawb.social
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    1 year ago

    Some researchers did a study several years ago and found that adding a virtual nose decreased motion sickness significantly. However, I don’t think I’ve seen any developers try this. I wonder if it’d help.

  • BadEngineering@kbin.social
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    1 year ago

    Having a fan blow into your face really helps too. I cant play more than 10 or 15 minutes without one, but with I’m fine for hours.

  • BruceTwarzen@kbin.social
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    1 year ago

    There are definitely games that make me more suck than others. But even the “good ones” are kinda weird. Like I can’t imagine playing a vr game for an hour or so. That’s why i don’t even bother anymore

    • cottonmon@lemmy.world
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      1 year ago

      Yeah. I can play Thrill of the Fight with no nausea after several matches. I also didn’t get sick from Vader Immortal or other games like Beat Saber or Crisis VRigade. Games where you move in-game but stay still in real life though, I feel like throwing up after a short time.

      • Ultraviolet@lemmy.world
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        1 year ago

        Especially if there’s head bob. That simulates the exact difference in your senses of vision and balance that triggers seasickness.

  • deafboy@lemmy.world
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    1 year ago

    I’ve never felt more sick than after trying the VR for the first time. GearVR on Samsung Galaxy S6. Never happened again though, regardless of how much time I spent in.

    The main issue on this headset was that I felt like my head was really small, while turning. I think the camera was just rotating on it’s own axis, or around a sphere that was way smaller than a human head.

    • Maalus@lemmy.world
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      1 year ago

      Phone VR isn’t really VR. It’s a poor excuse of an attempt. It’s pointless to compare gearvr to anything in the actual vr space.

      • deafboy@lemmy.world
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        1 year ago

        The only difference between gear and quest, is that the phone cannot be taken out of the quest, plus it has more sensors.

  • SokathHisEyesOpen@lemmy.ml
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    1 year ago

    It’s very simple. The device needs to maintain 90fps at 90hz minimum. Anything below that can cause nausea. We’ve known this since at least 2017.

    • wrinkletip@feddit.nl
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      1 year ago

      It’s not that simple though. At any frame rate or frame time, you can still experience the movement disconnect. Simulating a roller coaster while sitting still will make the brain think you are moving while all other sensory perception says no, and you get nauseous.

      Same as sea, air and car sickness, and those all have pretty great FPS.

      • SokathHisEyesOpen@lemmy.ml
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        1 year ago

        That’s true, but when it drops below 90/90 you’re a lot more likely to experience motion sickness from something as simple as looking around. With the higher frame rates, the motion is perceived more naturally by the brain, and you’re a lot less likely to become nauseous. For the games more intense movement, where your perceived movement is disconnected from your actual movement, you can get used to it eventually, as long as your system is pushing enough information to your eyes. I have a top of the line gaming computer and I could only play very short sessions of Elite Dangerous when I started, since the perception is that you’re in a spaceship that’s flipping and spinning all around. After several short sessions, my brain started adapting until I could play for hours on end.

  • DrQuint@lemm.ee
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    1 year ago

    In 5 years from now, VR will be 5 years away of becoming mainstream. Just like 5 years ago.

    • JokeDeity@lemm.ee
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      1 year ago

      LMFAO, a lot of you guys sound so fucking bitter and I don’t understand. I used a Rift years ago and it was so much fun, zero nausea the very first time I played it and I played it for hours. The tech has only gotten better and better. Stay mad. 😂

  • Glide@lemmy.ca
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    1 year ago

    I wonder if this 40-70% demographic has actively tried to play it a couple times? My first experience with VR was incredibly disorienting, and yes, made me feel nauseated. But after playing for 2-3 hours across a handful of 15-20 minute sessions (passing it around a few friends for an evening) that just went away. Once the body uses it a bit and learns, even high-movement non-teleport movement games stop being an issue.

    I wonder if I happen to be in that upper percent, or if the numbers in question are a matter of people who tried it once in their life and felt sick. Clearly the author has put real time into trying to move past it, but that doesn’t say anything for the study he quotes the “40-70% of players are 15 minutes” numbers from.