Posted this reply in another instance, but several years ago researchers found that adding a virtual nose dramatically decreased motion sickness. However, I haven’t seen any developers adding one in games. I wonder if it’d help.
Findings showed the virtual nose allowed people using the Tuscany villa simulation to play an average of 94.2 seconds longer without feeling sick, while those playing the roller coaster game played an average of 2.2 seconds longer.
Yeah instead of throwing up immediately, you won’t throw up until 2.2 seconds in. Problem solved!
The “Tuscany Villa” is an ancient demo that I tried in the Oculus DK1 in like 2014 or so, and it made me sick for hours. It uses very fast continuous movement instead of teleport, and it has a set of stairs that will make you instantly throw up if you try to climb them.
It’s is perfectly possible to create VR experiences that will not make anyone nauseous, Moss being a good example.
So you are saying that 90s is a remarkable improvement?
I would expect a huge difference in the usefulness of a simulated nose, depending on the content. In a roller coaster the movement of your head (rotation) and the movement of the carriage (translation) are separate and clearly defined this way. You control the Rotation while the game controls the translation. I don’t know what this villa demo is, but depending on how the movement is controlled, an unintuitive and unnatural system is bound to make almost everyone nauseous.
Any app that moves the camera (or thw whole world) without user input will make people sick, it’s just a law of good VR. Any app that doesn’t render at a stable 72fps+ will make people sick. Any app that simulates things that make people sick in real life, will also make people sick in VR.
On the other hand, any app that keeps a stable 90fps, that uses teleport with a very short fade instead of thumbstick movement, and that never messes with the camera position, will not make people sick.
Most people who have tried VR and have felt sick, were basically victims of awful, non-optimized VR experiences, and awful VR hardware like Google Cardboard and variants.
Posted this reply in another instance, but several years ago researchers found that adding a virtual nose dramatically decreased motion sickness. However, I haven’t seen any developers adding one in games. I wonder if it’d help.
When the camera movies without me physically moving, I am throwing up immediately. Do you mean a virtual nose would fix that?
Yeah instead of throwing up immediately, you won’t throw up until 2.2 seconds in. Problem solved!
The “Tuscany Villa” is an ancient demo that I tried in the Oculus DK1 in like 2014 or so, and it made me sick for hours. It uses very fast continuous movement instead of teleport, and it has a set of stairs that will make you instantly throw up if you try to climb them.
It’s is perfectly possible to create VR experiences that will not make anyone nauseous, Moss being a good example.
So you are saying that 90s is a remarkable improvement?
I would expect a huge difference in the usefulness of a simulated nose, depending on the content. In a roller coaster the movement of your head (rotation) and the movement of the carriage (translation) are separate and clearly defined this way. You control the Rotation while the game controls the translation. I don’t know what this villa demo is, but depending on how the movement is controlled, an unintuitive and unnatural system is bound to make almost everyone nauseous.
Any app that moves the camera (or thw whole world) without user input will make people sick, it’s just a law of good VR. Any app that doesn’t render at a stable 72fps+ will make people sick. Any app that simulates things that make people sick in real life, will also make people sick in VR.
On the other hand, any app that keeps a stable 90fps, that uses teleport with a very short fade instead of thumbstick movement, and that never messes with the camera position, will not make people sick.
Most people who have tried VR and have felt sick, were basically victims of awful, non-optimized VR experiences, and awful VR hardware like Google Cardboard and variants.
Outside of that news article, I have literally never seen a single VR game use a virtual nose.
Eagle Flight uses it, but it is a beak instead of a nose.