- Why do we feel VR sickness?
- The sensory systems involved.
- How do we fool our senses?
- What are the limits of existing techniques.
(Unique Video Reference: 7_AE_VR2)
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Hi, I found a link which is tells about how we can avoid VR sickness.
Good suggestions for the player but as developers we should take responsibility for reducing it in our games.
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A recent title I have played on VR is Rush; this is a Wingsuit simulator so has a lot of very fast movement around objects, especially downwards, yet I haven’t felt any sickness on it. They have a very minimal helmet outline as a fixed reference, and they have constant movement forward (speed can change a bit, but there’s no crazy or sudden accelerations), and they avoid all motion blur.
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I think the constant movement forward here is probably the key.
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Interestingly Sam you mentioned that teleporting doesn’t work very well in an FPS-style game - I just finished Half-Life:Alyx recently and while it’s certainly not your typical FPS, one movement option is teleport and after a while it felt very natural. The actual combat areas are much more challenging in many ways than if you were just using a screen/keyboard/mouse but it was certainly possible and enjoyable.