Forum Discussion
gagagu
10 years agoExplorer
need help: motion sickness
Hi everybody,
i'm creating a small app in unity for a technical presentation. I'm using a DK2 an tested out some demos with it (windlands, Mythos of the World Axis, Microsoft Flight Simulator with the Flyinside Plugin). Everything is working fine and without any motion sickness by me an friends.
Now i have created my app in unity3d 5.2.1 p3 with the oculus utilities 0.1.2 beta and placed the OVRPlayerController to my scene. By testing is out i will get immediately motion sickness by walking and rotation. I've checked the FPS, they are constant by 75.
I've tested out the tuscany demo and i will get also motion sickness by rotating the body (not head).
What can be the error here?
THX forward for helping me.
i'm creating a small app in unity for a technical presentation. I'm using a DK2 an tested out some demos with it (windlands, Mythos of the World Axis, Microsoft Flight Simulator with the Flyinside Plugin). Everything is working fine and without any motion sickness by me an friends.
Now i have created my app in unity3d 5.2.1 p3 with the oculus utilities 0.1.2 beta and placed the OVRPlayerController to my scene. By testing is out i will get immediately motion sickness by walking and rotation. I've checked the FPS, they are constant by 75.
I've tested out the tuscany demo and i will get also motion sickness by rotating the body (not head).
What can be the error here?
THX forward for helping me.
8 Replies
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- petereptProtegeIs position tracking working ? ( move your head side to side )
Is stereoscopy correct ? ( close one eye in turn )
Is your world scale in meters ?
What is your virtual players eye height above ground ? ( is it higher then your physical height ) - gagaguExplorerHi,
thx for your reply.
The positional tracking is working.
I have measured the workd scale with your ruler and it is correct.
I have measures the eye height with your ruler and it is also correct.
I think the stereocopy is also correct.
I've export a small build and upload it to my webspace (35mb). May be you can see whats wrong with my project.
http://www.gagagu.de/Build.rar
The sickness will begin when i will go up to the plattform or rotate the body.
I really really thank you forward for your help!!! - SvenVikingExpert ProtegeIn Windlands, was "comfort mode" enabled? (I.e. you turn in ~15 degree jumps rather than smoothly?)
If so, it's unfortunately quite likely that you're experiencing your (and many people's) normal reaction to standard FPS-style first-person locomotion in VR. "Comfort mode" turning in Windlands, or cockpits or slow gentle camera movement in a 3rd-person game, as in the other demos you mention, help to avoid it. Most people get a bit more resistant to it as they get used to VR but there's generally a limit to how much you can improve. - petereptProtegeI ran it up. The good thing is it is running cleanly at 75 FPS for me (reported by the Oculus Debug Tools Performance Renderer screen).
I think one factor for the motion sickness is because the fog level is too high - everything seems to be a bit too blurry. Try turning off fog and see if that makes a difference. - gagaguExplorerHi,
thx for your help. I've disabled the fog and it seems to be a little bit better.
It seems that i have also an issue with m ylightning settings. It is all a little bit too bright.
Is there any guideline which lightning (and color) settings are the best for DK2? - AnonymousI made sure that all lights are baked and set to mixed for optimal performance and to minimize any stutter. Although this creates some static shadows, it helps to create an overall realistic looking scene. Play around with ambient occlusion, vSync ,AA etc untill you get it just right.
Overall it is a lot of trial and error to create a good looking scene.
http://sassybot.com/blog/lightmapping-in-unity-5/
Sassybot (a dutch game studio) has a great tutorial on Lightmapping in Unity 5 that helped me a lot.
Additional settings:
Create snap turning (when using a controller, turn... degrees at a time instead of a smooth rotation, helps a lot).
When using unity scale
- set the RigidBodyFirsyPersonController ForwardSpeed to 2 and BackwardSpeed to 1. Realistic movement helps a lot.
- create rooms of 3 meters high. Min 1.5 wide and Max 7 meters wide. (depends on which lenses you are using)
- Remove head bobbing
Go to the oculus best practises Simulator Sickness section and apply whatever you find there
- https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/
If you have time to spare create a 3D nose and allign it neatly with the project. It sounds silly but helped me out a lot.
Hope this helps you out a little.
It took me an entire week to implement all of these changes and more, but in the end a good set-up phase it core to all your future projects.
Edit:
Was not able to download the .exe earlier (thanks internet) but have played it now. In general most guides mention that slopes, stairs, general elevation of the character might lead to sickness rapidly. Try to mitigate this section and try it again (use a platform, fade to black, reposition character + platform, fade back, now user stands on a higher section without the nauseating effects) Make it clear where the player is going though, Information transferral is key in VR! - ZhongrisongHonored Guest
"peterept" wrote:
I ran it up. The good thing is it is running cleanly at 75 FPS for me (reported by the Oculus Debug Tools Performance Renderer screen).
I think one factor for the motion sickness is because the fog level is too high - everything seems to be a bit too blurry. Try turning off fog and see if that makes a difference.
hiya,
any distance for the tracker and headset is recommand?
for seating experience, does the tracker has to be move as the headset move?
if the tracker is shaking, will this affect the headset?
or is the shaking ok for the tracker as long as its mounted in front of the headset?
i would be appropriated anyone can answer these questions for me.
cheers - SvenVikingExpert ProtegeOculus' recommended distance between the tracking camera and the headset is mentioned in the manual. It doesn't have to be exact, though.
Load the demo scene in the Oculus configuration utility and turn on the tracking area visualisation. As long as you're not incredibly close or extremely far away, you just need the tracking area to cover wherever you're going to be moving, whether seated or standing. If sitting/standing is going to move you out of the top or bottom of the tracking area, you'll need to angle the camera up/down appropriately.
If the tracker shakes during use it will seem like the world is shaking in VR.
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