Re:How big an issue is the nausea problem for VR products?
by thaumasiotes on Sunday May 29, 2016 @05:52PM
(#11798403)
I felt somewhat sick watching a let's play of the half-life 2 bridge level. No difficulty with VR there; that problem is simply the accurate depiction of incredibly unsafe movement through an incredibly unsafe environment.
It makes for an interesting conflict with the desire to provide an "extreme" experience, I think.
Re:How big an issue is the nausea problem for VR products?
by LCDninja on Sunday May 29, 2016 @07:29PM
(#11798723)
Well put! - in my line of work it's a conflict between producing something impresses the majority, while at the same time prevents the minority from vomiting on the gear (touch-wood, hasn't happened yet).
Re:How big an issue is the nausea problem for VR products?
by goldenkey on Monday May 30, 2016 @09:35AM
(#11801235)
Sickness and vertigo isn't always met with vomit. I encourage you to seek out another metric that respects the delicacy of the headspace of even those with iron stomachs. (I personally get headaches but no nausea effects..)
It's all about the software. I've been developing DK2 based experiences for trade shows and have seen thousands of people try VR for the first time. Perhaps 1 in 100 suffer from simulation sickness, but this highly depends on the application. E.g. One of my first prototypes made everyone that tried it very sick - including myself (this due to a single camera movement mid-experience - flying over a rail & then spiralling up a staircase).
Unfortunately, beyond the scarce info on the subject of sim-sickness - my experience has been derived completely from trial & error.
I'd like to see more specific information shared on the subject of simulation sickness.