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I also feel the VR enthusiast community rarely has an honest conversation about the size and scale of the nausea problem. I'm not sure its just a case of throw ever increasing fidelity at the picture and audio etc - I think its the fundamental issue of walking motion being perceived by eyes, but inner ear balance indicate you are stationary. Even at 600fps and 20k of resolution per eye this disconnect between visually perceived motion and actual motion is still going to exist.

AR obviously doesn't have these issues and I think will one day be great, but VR could have this problem for decades.



I haven't used VR much but a few friends discuss the unsettling post-VR experience of depersonalization/unreality after you take the headset off. One guy isn't too "sensitive" to anything in general so it was surprising to hear him say he just can't enjoy VR because he knows he will feel weird after.



Thanks for the links. If something like that 2nd link actually works and can stimulate the inner ear to remove the problem entirely, that would be an incredible solution and easy to build into a headset band.


seasickness...

I want this research applied to seasick sailors. Imagine if you could simply put on a headset and it provided cues to your inner ear and brain that helped more quickly adapt life at sea

This would be awesome


Anecdotally, raw performance helps a lot. I tried the old Oculus dev kit almost 10 years ago, and it left me unbalanced, nauseated, and generally feeling sick for the rest of that day. Now I regularly use my Quest 2 with zero ill effect. The nausea kicks in immediately without tracking in stationary mode, though.


I've owned dev kit and still have a Quest 2, and don't think the motion sickness has materially improved that much at all, despite all the other improvements. Same experience for me with the latest Valve Index.


Do you use it regularly? If so, have you just accepted the motion sickness as a cost of doing business (and/or gaming)?




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