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Re:Facebook loses users for the first time by brtkdotse on Thursday February 03, 2022 @03:55AM (#30190269)
A non-trivial percentage of the population get motion sickness easily. VR is a non-starter for them.
Re:Facebook loses users for the first time by Kiro on Thursday February 03, 2022 @06:50AM (#30191300)
Only for certain apps. I have friends that got a lot of motion sickness from the original DK2. They don't get it anymore except in games where you walk with your stick. But playing let's say Beat Saber is fine.
Re:Facebook loses users for the first time by prometheus76 on Thursday February 03, 2022 @04:04AM (#30190332)
Then there's the sweating and the standing in the middle of the room for hours(?) and the weird, clunky, dissociated controls.
Re:Facebook loses users for the first time by zmmmmm on Thursday February 03, 2022 @05:22AM (#30190764)
I'd be curious what that percentage is now. The tech has improved enormously, as have developers understanding of what to avoid software-wise. Not a single person (dozens) I have shared my Quest with had this problem.
Re:Facebook loses users for the first time by brtkdotse on Thursday February 03, 2022 @05:56AM (#30190941)
Cursory googling says 1/3 of population
Re:Facebook loses users for the first time by ChuckNorris89 on Thursday February 03, 2022 @06:20AM (#30191097)
Are we talking about 1/3 of the population is susceptibile to motion sickness in general, or specifically VR motion sickness? Because those are 2 different things and I doubt a significant number of the population was trialed with modern VR in order to get a such a clear cut result.

My Quest 2 doesn't give me motion sickness at all but I am susceptible to motion sickness when someone is driving/flying or on a boat. Still, two very distinct things that make a very different statistic.

Re:Facebook loses users for the first time by chimprich on Thursday February 03, 2022 @06:51AM (#30191304)
To what degree, though? Some people get sick using vehicles in real life, and they still tolerate it for the most part.

It seems probable that motion sickness in VR will be less of a problem in the future as technology and techniques improve. Most people seem to be able to cope with it at the current level.

Re:Facebook loses users for the first time by brtkdotse on Thursday February 03, 2022 @06:59AM (#30191364)
> Some people get sick using vehicles in real life, and they still tolerate it for the most part.

I’d say getting around has more utility than being in the metaverse.

Re:Facebook loses users for the first time by jhanschoo on Thursday February 03, 2022 @05:17AM (#30190737)
I think this is something that can be solved with more investment into electronics, alternative optics and display (e.g. Google-glass style display), as well as UX research.
Re:Facebook loses users for the first time by brtkdotse on Thursday February 03, 2022 @05:58AM (#30190960)
I don’t see how. Motion sickness is a discrepancy between visual stimulus and signals from the vestibular system. If you show people motion and the don’t feel the motion, they will get motion sickness (to varying degree)
Re:Facebook loses users for the first time by jhanschoo on Friday February 04, 2022 @02:05AM (#30203688)
There are many VR applications that don't need to move the view separately from user input. Exercise programs for example, and a lot of office telepresence probably falls into this.