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

  • Turun@feddit.de
    link
    fedilink
    English
    arrow-up
    3
    ·
    1 year ago

    So you are saying that 90s is a remarkable improvement?

    I would expect a huge difference in the usefulness of a simulated nose, depending on the content. In a roller coaster the movement of your head (rotation) and the movement of the carriage (translation) are separate and clearly defined this way. You control the Rotation while the game controls the translation. I don’t know what this villa demo is, but depending on how the movement is controlled, an unintuitive and unnatural system is bound to make almost everyone nauseous.

    • justgohomealready@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      1
      arrow-down
      2
      ·
      1 year ago

      Any app that moves the camera (or thw whole world) without user input will make people sick, it’s just a law of good VR. Any app that doesn’t render at a stable 72fps+ will make people sick. Any app that simulates things that make people sick in real life, will also make people sick in VR.

      On the other hand, any app that keeps a stable 90fps, that uses teleport with a very short fade instead of thumbstick movement, and that never messes with the camera position, will not make people sick.

      Most people who have tried VR and have felt sick, where basically victims of awful, non-optimized VR experiences, and awful VR hardware like Google Cardboard and variants.