Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
hnnnng's avatar
hnnnng
Honored Guest
13 years ago

Motion Sickness - Causes and Possible Solutions

I thought I'd start a thread for people who have experienced motion sickness with the Rift so we can identify the issues and come up with solutions and possibly a few guidelines to help developers create an experience that will have much less of a tendency to upset the player's senses. In my experience, it isn't one little thing that directly causes motion sickness with the Rift, but rather lots of small inconsistencies that pile up and end up with you feeling queasy.


    Immediate Momentum Increase/Halt
    Issue: When any movement key is pressed/released and movement immediately goes full speed or comes to a full stop. It makes me feel like my body is floating forward at a 45 degree angle and my legs are lagging behind the rest of my body when motion stops. Very apparent in the Tuscany demo as well as in TF2.
    Solution: There definitely needs to be a build up and wind down when motion is initiated or halted modeled to imitate real life movement.

    Body Orientation
    Issue: This is one of the worst contributors in my opinion, especially if the movement isn't smooth. In the Tuscany demo I end up closing my eyes and re-orienting my body with the mouse to avoid looking at the jerky motion it creates while standing still.
    Solution: Possibly some kind of timer after the player stops moving that automatically (and smoothly) re-orients the player model to that direction. I think most first person demos would benefit form adding in a simple wheelchair or cart model that the user can sit in and control like a vehicle (since most people are going to be sitting while playing). In my opinion this would be much easier to implement until the nuances of player movement are nailed down.

    No Sound / Inconsistent Sound
    Issue: If you're in the Tuscany demo and you're hearing the echoes consistent with your office or whatever real world space you're playing in, this is another contributor (albeit minor).
    Solution: Any sound would be better than no sound I think. Stock looped audio taken from a building of comparable size would work well. If no sound engine is present, recommend the user put on headphones and play music. Just something to block out glaringly inconsistent spatial audio.

    Head Orientation & Modeled In-game Player Bodies
    Issue: Having your view zeroed in so that you're 30 degrees off from the orientation of your shoulders in game. Very weird.
    Solution: A simple 'zero' orientation key should be standard if you're featuring an in-game player body.

    Aircraft "OH SHIT" Movements / Crashing
    Issue: Obviously one of the hazards of flying a helicopter or any aircraft, but when it happens in the Rift it can cause serious motion sickness (I nearly puked when I lost control of my helicopter in the Heli Hell demo).
    Solution: Possible control scheme 'easy mode' to prevent players from being able to crash so easily. If you are developing an aircraft sim, an on-rails 'tourist' mode would be a cool option as most of the enjoyment is from looking out of the vehicle.

    Lack of "Head Bobbing" & Movement
    Issue: Head fixed in space with little or no movement when moving forward or performing any other type of movement is another factor that contributes to disorientation.
    Solution: Head movements in the real world need to be studied very closely and implemented as close to the real thing as possible. Walking produces a slight up and down movement. Running produces a more exaggerated and noticeable jarring 'impact' on the vision. Side strafing is even more exaggerated. Etc...

    Poor Frame rate
    Issue: Anything under a certain threshold can be disorienting (I'm going to guess it's around 60 fps).
    Solution: Frame rate should take priority.


Demos/Games with Level of Disorentation
Planet1 Oculus Demo (minimal to no disorientation - great head positioning and gradual momentum movement modeling)
First Law Oculus Demo (minimal disorientation due to very sharp and immediate movements)
Museum of the Microstar (moderate disorientation due to lower framerate/disorienting motion mechanics)
TF2 (moderate/high disorientation due to motion mechanics)
Heli Hell 2 Oculus Demo (high disorientation due to what I believe to be bad head positioning)

I'll continue to add to the list as I spend more time with the Rift. Thanks to everyone developing the great demos that are currently out!

11 Replies