Some times ago I made a quite successful post about how to experience virtual reality reducing your simulation sickness. After that, I also published a deeper insight on simulation sickness where I described how this issue depends on age, sex and race of the person experiencing virtual reality. People have asked me to make another kind of post: if you are a developer and don’t want to give motion sickness to your users… what can you do? So, here you are, with some advices on how to make your users puke less.
First of all, absolutely, in any case, don’t make the camera move without an explicit action of the user. Please, don’t. I know that making some cinematic sequences with camera moving on the play area is very cool, but it’s also very nausea inducing… so, it’s not a good idea. The reason is the same that I described in my previous articles (read them if you want to understand better what motion sickness is!): your body stays still, but your eyes see movement; the brain thinks that this sensorial mismatch is due to some kind of poison and so trigger its defenses, that are nausea and stuff (come on brain, what awful defenses you have! 🙂 ). This is a very basic concept, but I continue seeing lots of demos with automatic camera movements. Camera MUST move only under consent of the user. Continue reading “How a developer can reduce motion sickness in VR games”