Forum Discussion
serrarens
13 years agoHonored Guest
Motion sickness mostly solved in Hydra walking environment
Yesterday I had my first walk around in my 3D environment without motion sickness: a wonderful experience! In this post I want to share the way I have done this. My setup is as follows: - Oculus R...
serrarens
13 years agoHonored Guest
I think the solution is more straightforward.
In the old situation the physical body was always oriented the same, but the virtual body rotated by means of the analog stick. As the virtual head is attached to the virtual body, the virtual head (and hence, the image in the rift) rotates when the virtual body rotates. This causes motion sickness: the physical body stands still (including head) and the virtual body an head rotated.
In the new situation, the physical body and head rotate. An approximation of the body rotation is copied to the virtual body, the physical head rotation is copied to the virtual head rotation by the regular Rift tracking function. Thus: the physical body and head rotate and the virtual body and head rotate with it: no mismatch and no motion sickness!
The essential difference:that the head rotation is now only driven by the Rift orientation, and no longer by the analog stick.
Pascal.
In the old situation the physical body was always oriented the same, but the virtual body rotated by means of the analog stick. As the virtual head is attached to the virtual body, the virtual head (and hence, the image in the rift) rotates when the virtual body rotates. This causes motion sickness: the physical body stands still (including head) and the virtual body an head rotated.
In the new situation, the physical body and head rotate. An approximation of the body rotation is copied to the virtual body, the physical head rotation is copied to the virtual head rotation by the regular Rift tracking function. Thus: the physical body and head rotate and the virtual body and head rotate with it: no mismatch and no motion sickness!
The essential difference:that the head rotation is now only driven by the Rift orientation, and no longer by the analog stick.
Pascal.
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