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by woodman 3648 days ago
As I understand it, the motion sickness is directly related to rendering lag. Outside of VR there isn't much of an incentive to reduce that lag - as the only people who really care much about it now are the most enthusiastic of PC gamers. There is a lot of buffering and synchronization between the software and our retinas right now, so the hardware advancement needed to enable motion sick free VR (low lag GPU and display) is going to have to come from a drive to specifically deliver motion sick free VR.
2 comments

We already have virtually zero latency in VR at the moment thanks to predictive tracking and rewarping of the frames to the predicted head pose and direct driver support.

The motion sickness is mostly coming from vection now, when you move in VR but not in real reality. It's an active area of research, people are experimenting with things like reducing the FOV while moving, using interactive overlaid grid to pull the scene around, etc.

No, it's not just due to rendering lag. Motion sickness is caused by a disparity between the what the eyes perceive as motion and the vestibular system of the inner ear [0].

That's not all, though. Another major problem with VR is the lack of compensation for vergence [1] and accommodation [2]. These two systems are critical for depth perception and when they are not accounted for the result is confusion of the visual system, eye strain, fatigue, and even nausea.

[0] https://en.m.wikipedia.org/wiki/Vestibular_system

[1] https://en.m.wikipedia.org/wiki/Vergence

[2] https://en.m.wikipedia.org/wiki/Accommodation_(eye)