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Re:The saga of Apple’s troubled mixed reality headset by zmmmmm on Sunday May 29, 2022 @07:06PM (#31553765)
I'm a bit sceptical of this comment.

I've probably shown mine to ~30 people and not a single one had motion sickness with any of the "safe" experiences, assuming the device is adjusted properly (IPD). If you stick them on a roller-coaster or a super laggy app as their first experience then yeah that's going to be a problem. But for safe experiences - I think there is a percentage of people who experience disorientation or nausea but it's certainly not half (maybe 10% or so).

Re:The saga of Apple’s troubled mixed reality headset by redisman on Sunday May 29, 2022 @11:37PM (#31555251)
I got nauseous after a few hours of Half Life Alyx. Until then my test was going smoothly. I would imagine most games where you can move freely would be fairly bad for me. I even took a Dramamine to try to play some more which worked but wasn’t something I’d want to do often
Re:The saga of Apple’s troubled mixed reality headset by zmmmmm on Monday May 30, 2022 @12:11AM (#31555401)
Half-life Alyx is pretty bad actually. Even I as a veteran get a tiny bit queasy with that occasionally - definitely wouldn't class it as one of my "safe" experiences. But even then "after a few hours" is pretty long really. Most people wouldn't stay in VR that long anyway.

Native Quest games are the best as they are entirely on-device with no latency anywhere.