Oculus motion sickness1/16/2024 ![]() If we jump from a high height, our accelleration is brief. When we walk or run, our speeds are relatively constant, with very quick accellerations and decellerations. When it comes to spatial movement in the real world, our eyes look at our surroundings and measure how fast stuff is moving relative to us. They’re very good at predicting what comes next. Our brains are inherently predictive machines. My working theory is that it is due to a disconnect between what the eye sees and where the brain thinks it is. **Where does motion sickness come from? ** My rule of thumb is that if I experience motion sickness, then something is wrong and the source of trouble needs to be identified and fixed. I’d place myself in the center, such that 50% of people are more susceptible to motion sickness than me and 50% are less susceptible. I think the nausea susceptibility falls along a bell curve. Some people experience it immediately and get nauteous while others never experience any sickness it at all. My hardware: Oculus Rift DK2, NVidia GTX 560, Intel i7 (8 cores)Īfter testing my VR game on over 100 people, I’ve concluded that some people are more susceptible to motion sickness than others. I’ll share with you a few of the things I’ve learned so that we can all build better VR experiences for our players. I have developed a working model on precisely what causes it, why, and have developed some tricks and techniques to reduce its effects. As a developer, this is good because it allows me to isolate and identify its causes. I am able to experience motion sickness within VR.
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