|
|
|
|
|
by guiomie
706 days ago
|
|
Is there any technological solution to VR motion sickness? I built up my motion sickness immunity on oculus, could play games well, and then one day got hit with crazy nausea and since then I can’t play, that feeling was so bad, it’s similar to when you eat something and it makes you nausea and you can’t eat it ever again. Is there a technical solution to make sure people don’t need to build nausea immunity? Seems like the biggest UX hurdle to be and without a fix, how can this really take off? |
|
A fan facing you so you can orient yourself in the room along with starting on a standing pad. Both help you ground back into the world but like you stated, it's largely getting used to it by building up longer sessions.
I am not a neuroscientist or the like but I imagine there are visual tricks that you could employ to improve it. I think things like blacking out vision when turning quickly is one method. I can't speak for sure, but it almost feels like VR games haven't adapted to screens being 2" from your eyeballs.
I'd imagine anything that can help / trick our brains into processing like we are in the world would help. It looks like foveated depth-of-field helps reduce sickness by 66%, I'd imagine because it mimics how our vision works so our eyes are trying to process less at one time.
https://www.mdpi.com/1424-8220/21/12/4006