Comment on VR still makes 40-70% of players want to throw up, and that's a huge problem for the companies behind it

LordOfTheChia@lemmy.world ⁨1⁩ ⁨year⁩ ago

Would be nice if the author had done a bit of research an the specific things that had been done in VR since he tried his DK2 to prevent nausea:

An Oculus DK2, a PC that couldn’t quite run a rollercoaster demo at a high-enough framerate, and a slightly-too-hot office full of people watching me as I put on the headset. Before I’d completed the second loop-de-loop, it was clear that VR and I were not going to be good friends.

For one, non-persistent displays have become the norm. These only show the image for a fraction of the frame time. Valve discovered that the 1/90th of a second an image is displayed is enough to induce nausea if the head is moving during that time.

Elimination of artificial movement is another. The reason Valve focused on games with teleport movement and made a big deal of “room scale” early on was to eliminate the nausea triggers you encounter in other types of experience.

Valve had an early version of Half Life 2 VR during the days of the DK2, but they removed it as the artificial motion made people sick (myself included). Also remember the DK2 did not have non-persistent screens.

For some, sims work as long as there is a frame in their field of vision to let their brains lock into that frame of reference (ex car A-pillars, roof line, outline of view screen on a ship interior, etc).

Also it helps if your PC can render frames under the critical 11.1ms frame time (for 90Hz displays). Coincidentally, 90Hz is the minimum Valve determined is needed to experience “presence”.

Lastly, it has been noted that any movement or vibration to the inner ear can for many stave off nausea. This includes jogging in place while having the game world move forward:

github.com/pottedmeat7/OpenVR-WalkInPlace

I’ve use the above to play Skyrim VR without any nausea. Good workout too!

For car, flight, spaceflight simulators, a tactile transducer on your chair (looks like a speaker magnet without the cone) can transfer the games sound vibrations to you and therefore your ear and prevent nausea.

I’ve literally played over 1,000 hours of Elite:Dangerous this way as well as Battlezone VR and Vector 36. All games that involve tons of fast artificial movement.

The main issue is too many people tried out VR cardboard with low and laggy framerate, persistent displays, and poorly designed VR experiences and simply write off all VR as bad and nausea inducing.

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