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

  • lloram239@feddit.de
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    1 year ago

    I doubt the hardware will make a difference. Motion sickness is almost completely down to software design at this point, unless you running 90s VR headset at like 15fps. Low-persistence and 90fps took care of hardware induced motion sickness for anybody except the most sensitive people[1].

    What makes VisionPro not have motion sickness issues for now is that it completely avoids any form of locomotion. Everything they have shown so far is standing/sitting in place with some 2D apps around you. That doesn’t make anybody sick on PCVR or Quest either. What makes people sick is fast action games that have your character running around a virtual space. Apple so far has shown nothing doing that. Once they start having games that require people moving around in virtual spaces, the motion sickness will return, though I expect them to cut down on that with store policy until VR has established itself some more.

    [1] PSVR2 turns into a high-persistence display when the brightness is cranked up, that still causes issues for some.

    • Petter1
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      1 year ago

      Good point, apple is in fact limiting devs to design full VR apps only in a 1.5 meters sphere around the head, until the Vision Pro turns on AR mode again.

      Marques has reported that when he tried it, there was a AR presentation where T-rex comes through the a wall and walks towards you even if you move. Like, it adjusted it’s path and turned towards him, but maybe I understood that wrong.