this post was submitted on 26 Sep 2023
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Why virtual reality makes a lot of us sick, and what we can do about it.

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[–] bagelberger@lemmy.world 10 points 2 years ago (1 children)

A big part of reducing motion sickness for me was to ensure that the lenses were set to the appropriate pupillary distance. If they're too wide or to narrow, that can affect your body's ability to handle VR

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[–] Da_Boom@iusearchlinux.fyi 8 points 2 years ago* (last edited 2 years ago)

I only play standing games that stick within the confines of room scale, that way all my movements are natural.

When I play other games, it's teleport or nothing, no other locomotion form works for my, my sense of balance is to sensitive, and I haven't had the time to work to get used to it.. and swinging on vines is way out no.

Curiously I also get severe motion sickness when I drive go karts, but not when I drive cars. Although, sitting in the passenger seat, especially the rear seats, however can be a problem sometimes if I'm going around windy roads)

[–] cybermass@lemmy.ca 8 points 2 years ago (1 children)

I'm young and have played computer games since childhood, I never bought a VR headset cause anything more than 20 minutes and I feel dizzy as fuck.

VR needs an overhaul for me to actually buy into it, I honestly just think the headsets aren't going to work, I don't think a higher refresh rate will fix this

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[–] hOrni@lemmy.world 8 points 2 years ago (1 children)
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[–] cwood@awful.systems 8 points 2 years ago (1 children)

So pretty much like playing Hexen 2 on a P100 in 1997 huh.

https://en.wikipedia.org/wiki/Hexen_II

[–] codenul@lemmy.ml 7 points 2 years ago

Haven't heard about the game "Hexen" in years!!!

[–] ky56@aussie.zone 7 points 2 years ago (4 children)

Today l learned that some people get motion sickness from playing flatscreen games. How do you even survive a car? Let alone an airplane?

[–] blind3rdeye@lemm.ee 9 points 2 years ago* (last edited 2 years ago)

Being in a car or aeroplane is totally different from playing a game, VR or otherwise. The motion sickness is a result of a mismatch between the sense of your own motion from what you are seeing, and the sense of your own motion from your inner-ear (which is basically an accelerometer).

In a car or an aeroplane, as long as you are looking at the window then there is no problem. (But often people get car-sick if they try to read a book or something, because then they can't see the motion - they can only feel it.) But in a game, you can see the motion but not feel it - so that can also give motion sickness.

Many modern first-person games have an option for 'mouse smoothing' (or something similar), and that generally help reduce or eliminate motion sickness.

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[–] atocci@lemmy.world 7 points 2 years ago

I'm super glad I'm not one of them... I will baselessly credit the Nintendo 3DS with developing that skill

[–] Rin@lemm.ee 7 points 2 years ago

I used to get sick but it goes away with time.

[–] Kethal@lemmy.world 7 points 2 years ago (1 children)

"... and that's a huge problem for the companies behind it."

Thank you for clarifying.

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[–] t7tis@lemmy.ml 6 points 2 years ago (3 children)

You get used to it. It helps to have a good graphics card so that the frame rate is high enough. I am sad many good games don't support VR. I.e. Start Citizen, Cyberpunk 2077, etc. Yes, there are mods for it, but it should be supported natively (if mods can do it, why can't the developer?). It is just so much more immersive to be able to look around naturally and see stereoscopic.

[–] meekah@lemmy.world 6 points 2 years ago* (last edited 2 years ago)

the developers don't do it because they know barely anyone will buy the game just because it also supports VR. it's just not worth the money.

plus, people will eventually make a mod anyways, and they are completely fine with benefiting from random people's unpaid work. Who wouldn't take all the upsides without any of the downsides?

[–] Gabu@lemmy.world 5 points 2 years ago

if mods can do it, why can't the developer?

Because it's not worth it to waste budget and time on a feature used by 0.01% of your playerbase.

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