Forum Discussion
hnnnng
13 years agoHonored Guest
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 cre...
jwilkins
13 years agoExplorer
I should probably calm down a little and remember I'm among friends :)
My main concern is that we do not create a set of "must do" and "must not do" items too quickly. I am beginning to think that for now VR is going to have to be very configurable. Maybe it will always have to be very configurable. I'm afraid people might put a big stamp on their games that says "Works for me!" and dismiss anybody who gets sick as a wussy.
On the other hand, I think if we collected all the things that will make people sick, built constraints into a game to prevent anybody from getting sick, I wonder what the odds are that we'd end up with something incredibly boring :)
One interesting person is Jamie Hyneman, he claimed to never get motion sickness at all. Would be interesting to figure out how many people have this trait and what kind of experiences in VR they would enjoy since they can go nuts and feel OK. Would these people feel like motion constrained VR is too tame? (If we take the constraints off of these people in multiplayer games is that considered cheating?)
Should VR games be more forgiving and let you skip parts that are too uncomfortable? Just to make an example, lets say I have a level that has a lot of swinging rope bridges and 90% of my player testers love them but 10% puke their guts out. Should I kill what is fun for 90% or should I let 10% opt out?
Enough rambling...
My main concern is that we do not create a set of "must do" and "must not do" items too quickly. I am beginning to think that for now VR is going to have to be very configurable. Maybe it will always have to be very configurable. I'm afraid people might put a big stamp on their games that says "Works for me!" and dismiss anybody who gets sick as a wussy.
On the other hand, I think if we collected all the things that will make people sick, built constraints into a game to prevent anybody from getting sick, I wonder what the odds are that we'd end up with something incredibly boring :)
One interesting person is Jamie Hyneman, he claimed to never get motion sickness at all. Would be interesting to figure out how many people have this trait and what kind of experiences in VR they would enjoy since they can go nuts and feel OK. Would these people feel like motion constrained VR is too tame? (If we take the constraints off of these people in multiplayer games is that considered cheating?)
Should VR games be more forgiving and let you skip parts that are too uncomfortable? Just to make an example, lets say I have a level that has a lot of swinging rope bridges and 90% of my player testers love them but 10% puke their guts out. Should I kill what is fun for 90% or should I let 10% opt out?
Enough rambling...
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 11 months ago