Forum Discussion
Tamulur
11 years agoExplorer
Strobing
I want to test whether strobing the display (disco light effect) can help me get less nauseaus when moving in VR, as suggested in this paper: http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20070...
ElectricMucus
11 years agoExplorer
I get the impression this study is really old, back when VR was in the military/agency niche.
They don't seem to try to counter motion sickness from realistic scenarios which can make you motion sick in VR, they try to avoid motion sickness from extreme circumstances which do not even occur in reality.
In that regard it accomplishes something: It discretizes motions so that acceleration is not perceived, de-coupling the users visual sense of acceleration from the environment. But strobing would absolutely break immersion in any case I can think of which we realistically have in a game.
What might be helpful however is to stobe the display in cases where short motion sickness generating impulses might be expected, cases where positional tracking is lost, steep frame rate drops, etc. "Virtual Blinking" in a sense, to hide that moment from the user.
There is something similar into the general direction of this approach they were using it for: It's called VR Comfort Mode, a control scheme for first person environments where rotational movement and acceleration occurs in discrete steps.
They don't seem to try to counter motion sickness from realistic scenarios which can make you motion sick in VR, they try to avoid motion sickness from extreme circumstances which do not even occur in reality.
In that regard it accomplishes something: It discretizes motions so that acceleration is not perceived, de-coupling the users visual sense of acceleration from the environment. But strobing would absolutely break immersion in any case I can think of which we realistically have in a game.
What might be helpful however is to stobe the display in cases where short motion sickness generating impulses might be expected, cases where positional tracking is lost, steep frame rate drops, etc. "Virtual Blinking" in a sense, to hide that moment from the user.
There is something similar into the general direction of this approach they were using it for: It's called VR Comfort Mode, a control scheme for first person environments where rotational movement and acceleration occurs in discrete steps.
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