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How To Avoid VR Motion Sickness

How To Avoid VR Motion Sickness
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VR motion sickness is one of the great downfalls about the current technology. Many people complain about feeling sick, nauseated, or discomfort when experiencing VR. This can be due to many reasons including: low FPS, low refresh-rate, too much movement, etc. To avoid these issues, here are some helpful tips when when playing in VR.

Tips and suggestions in avoiding VR motion sickness:

Many people are susceptible to VR sickness and there are here are some helpful tips to avoid it.

  1. Make sure to take frequent breaks while using VR. Excessive use in the VR space through an HMD can have bearing effects on a person including nausea, headaches, and more. So make sure to be aware of your time spent in VR or set up a timer to alert you to take a quick break.
  2. Make sure to avoid VR games that involve too much movement if you are susceptible to motion sickness. There are many VR games out there that just aren’t suited for people with a low tolerance to motion sickness. Make sure to check out trailers and reviews prior to purchasing a game.
  3. Play with teleportation movement when possible. Many VR games currently offer two-sets of movement: teleportation and locomotion. Try to avoid locomotion when possible if you have a low-tolerance to motion sickness as instaneous travel makes things a little easier on your eyes and FPS.

Tips for developers on how to create high-quality content to avoid motion sickness:

Intel has released a video on how to create VR content with the least amount of motion sickness for the end user. Many developers have made simple mistakes over the time that can be avoided if following some of these guidelines.

  1. Respond accurately to the user’s movements at all times, preferably near typical human locmotion speeds. Strive for zero latency, especially in head tracking.
  2. Maintain frame rates equal to or greater than the hardware refresh rate to avoid judder. 90 FPS is currently considered the minimum comfortable frame rate.
  3. Give users the opportunity to calibrate stereo offset or interpupillary distance.
  4. Avoid moving objects that take up a large portion of the user’s point of view, to preview feelings of self-motion.
  5. Make acceleration infrequent and short, preferably instantaneous.
  6. In teleporting, provide adequate visual cues to retain bearings and preserve original orientation.

 

 

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