The ghost howls

A blog of virtual reality, startup and stuff


motion sickness

How a developer can reduce motion sickness in VR games

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”

Virtual sickness: it depends on age or sex?

Some days ago I published this article about motion sickness. I shared it on Linkedin groups where I got in touch with a very interesting man, Steven Aukstakalnis, that gave me more info about this topic. He gave me some references and I started doing some researches with them and through Wikipedia. It has been very interesting and I want to share some info I got during this process. Obviously this article won’t be a complete review on motion sickness, but will provide some useful hints. If you want, there is a lot of research papers out there that you can read: people are researching on virtual sickness since a lot (some articles date in the 80s). I wonder if these researches from long time ago still hold today, when the headsets are completely different, but this is just another topic. Before beginning, to show my kindness to Steven, I want to say that he’s written a great book, Practial Augmented Reality, with this and many other considerations on AR and VR.

Continue reading “Virtual sickness: it depends on age or sex?”

How to reduce motion sickness in virtual reality

Today I’ll talk about another one of the most frequently asked questions on reddit: after having talked about about if you have to buy a VR headset, which one you should buy and how to start developing with it, today I’ll talk about how to overcome the motion sickness in VR.

The typical scenario is this one: some smart guy reads a lot about VR and feels the urge to try this awesome technology, so he/she buys a brand new PC, a brand new headset (like Oculus or Vive), starts using it and… he starts feeling bad: nausea, dizziness, headaches. In short, he/she just spent 2000$ to buy some illness… it isn’t that cool!

Continue reading “How to reduce motion sickness in virtual reality”

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