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Issues designing a 360 image experience - Nausea

saarwii
Honored Guest
So i am designing a custom interactive experience using 360 images, running on a Gear VR. I think it works very well and I am pretty happy with how it's working and you get a good sense of presence, for being 360 still images. But some users who have tested it are feeling slight nausea after a couple of minutes. I was wondering if this is something that is common VR experiences that are only using 360 still images. I have tested out the Oculus 360 photo viewer on the Gear VR and some images i get nausea of and some i don't. So my question is, Is there away to set up a 360 image viewing experience that reduces nausea?

I am using unity to design my experience. I have photos taken with a panorama setup and DSLR camera. The images is projected on the inside of a sphere as a equirectangular panorama picture and i have set up the camera in the middle of the sphere. Is there somethings you could tweek or should not use to reduce nausea. For example, my sphere is a octaheadron sphere, should you use a different kind of sphere? unfortunately the pictures i am using are from an indoor environment since my costumer wanted to create and experience indoors, some objects are as close as 1,5 m (5 feet) and might be the problem. Any tips or experiences on the subject would be great to hear!
4 REPLIES 4

LZoltowski
Champion
Hmmm, whats the frame rate like, constant 90fps? 360 Panoramas should not give any VR sickness .... although there will always be a tiny percentage of users who cannot stand VR for longer than a few minutes no matter how mild the experience is. 
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saarwii
Honored Guest
It's at a constant 59, cant get it higher. Might have to try and lower the quality of my sphere and see how it goes then. There are a lot of tris that i might not need beeing drawn right now

Zenbane
MVP
MVP
Panoramic experience are typically bad because you have to wrap the image around the camera (theta-length). Depending on how the software you are using accomplishes this, the angles and radius could be off slightly enough to cause the viewers eyes to experience discomfort; hence the nausea.

You need to be sure that your image is true 360 degrees (both vertical and horizontal), and then apply it as a "sky" object that the camera resides within. Similar to how it is done with A-Frame and WebVR.

saarwii
Honored Guest


Hmmm, whats the frame rate like, constant 90fps? 360 Panoramas should not give any VR sickness .... although there will always be a tiny percentage of users who cannot stand VR for longer than a few minutes no matter how mild the experience is. 


Is there a way to get the Gear up to 90? I thought it was capped at 60