Why virtual reality makes a lot of us sick, and what we can do about it.
Posted this reply in another instance, but several years ago researchers found that adding a virtual nose dramatically decreased motion sickness. However, I haven’t seen any developers adding one in games. I wonder if it’d help.
When the camera movies without me physically moving, I am throwing up immediately. Do you mean a virtual nose would fix that?
Potentially, yeah. Here’s an article I found talking about the research: https://www.purdue.edu/newsroom/releases/2015/Q1/virtual-nose-may-reduce-simulator-sickness-in-video-games.html
Ok that sounds interesting. I just though that glasses wearer might not have motion sickness as often due to the glasses being similar to the VR(or keeping the glasses under the Headset
This is the detail I wanted to know:
Surprisingly, subjects did not notice the nasum virtualis while they were playing the games, and they were incredulous when its presence was revealed to them later
Our nose is cleverly edited out of our our awareness but it’s most certainly there. Apparently the virtual one is capable of straddling the same fence.
Findings showed the virtual nose allowed people using the Tuscany villa simulation to play an average of 94.2 seconds longer without feeling sick, while those playing the roller coaster game played an average of 2.2 seconds longer.
Yeah instead of throwing up immediately, you won’t throw up until 2.2 seconds in. Problem solved!
What about those, um, VR videos you can find online? I think 94 seconds is all I really need.
The “Tuscany Villa” is an ancient demo that I tried in the Oculus DK1 in like 2014 or so, and it made me sick for hours. It uses very fast continuous movement instead of teleport, and it has a set of stairs that will make you instantly throw up if you try to climb them.
It’s is perfectly possible to create VR experiences that will not make anyone nauseous, Moss being a good example.
Outside of that news article, I have literally never seen a single VR game use a virtual nose.
Eagle Flight uses it, but it is a beak instead of a nose.
Like with everything, it would cause an uproar in the game world unless it were controllable. I wonder if it would also require sacrificing some usable pixels? If virtual noses take off, I can see video games being designed around them, but it’s possible that integrating one into existing games is harder. Games have a development lead time measured in years so fundamental changes take a while to integrate.
I’m in the other camp. The first time I squeezed my 155m spaceship through the tiny mouth of a rotating space station in VR, I wept like a baby. (An Anaconda in Elite: Dangerous)
First time I logged into the corvette and looked down the ship, it completely changed the game.
Just wish headsets weren’t so heavy.
I put a counterweight on the backstrap of mine, now it feels much less lopsided on my head
Yeah getting a new headset for the Oculus with a battery in the back is a comfort game changer. It’s not the weight of the headset that’s a problem, it’s that it’s all front loaded.
I feel like all I see in the VR space is endless articles on new hardware and basically nothing on quality VR games. I always thought I’d upgrade my Vive to an Index or something better one day, but so far the only compelling reason is HL: Alyx and I’m not spending that kind of money on a single game.
Ms flight simulator is quite clunky and hard to get good frame rates, but damn if you can put up with that it’s an awesome experience in VR. Also beat saber.
For quite awhile now those have been the reasons for VR. Sad really. Still these two things are compelling.
there are quite a few games out there that aren’t specifically VR games but are still very well suited for it because they put you in the cockpit of a vehicle. I haven’t really used my VR headset much for VR specific games, but I’ve been putting a lot of hours in Assetto Corsa Competizione because with VR and a wheel, I’m completely immersed. Same goes for people who like flight or space simulators
Because If you were going to spend 1 Million to make a game. Do you make a game that only a select few users can buy? Or do you make it so all gamers can buy it?
I see your point and I agree with it but the “opposite” is also true.
“If you have 1 million to make a game, do you make one in a system that is incredibly saturated with other games or do you do in a a system completely starved of good games?”
So it’s a compromise. I still agree that your point has a bigger weight but there is something on the other side of the scale even if lighter
Idk about 40-70% that seems ludicrously high. I play all the time, mild motion sickness when I could not run the game well, otherwise no issues.
That seems high to me as well. Obviously this is anecdotal, but I’ve introduced probably 20 friends/family members to VR and none of them have had issues with motion sickness.
Simulation sickness is real, and more common than most gamers (a population that tends to self-select for people without that trait) think. This prevalence doesn’t surprise me at all. It’s not severe for everyone. You might not notice if a friend had it, except that they might play fewer video games with you. (They might not, some people are fine unless in full VR.) People aren’t generally keen on going “You know that thing that you like doing and that I’ve seen 5-year-olds do on the internet? I can’t do it, it makes me vom.” It doesn’t exactly feel cool.
That’s a true statement. They might just be macho, or they might be just sparing your feelings about a really expensive device you own. I know it made me nauseous, but I didn’t say anything because my buddy was excited and spent a lot of money on it. It’s not like I have to play it forever… it’s just that one time.
The statistic quoted is for “users”, so presumably the measurement was made against randomly selected individuals of the general population (though the article frustratingly fails to cite a source). This is important because the effect is not evenly distributed among demographics, per the article:
What’s more, we don’t know why some people are so much more susceptible to it than others, but we know that there are numerous markers that make us more likely to experience it. Women, as mentioned previously, are more likely than men to get VR sick. Asian people are more likely than other ethnicities to experience motion sickness in general. Age is another factor—we’re more likely to experience it between the ages of 12 and 21 than in our adulthood… until we reach our 50s, upon which the likelihood increases again.
I started by playing while standing and moving smoothly in game and I couldn’t last long before getting sick. Now I play seated with snapping in game movement and I can play for hours without issue. Depending on how you define it, I don’t think it’s surprising to see so many people say VR makes them sick.
I haven’t touched my VR headset and over a year. VR games just are not good and have very little contents and very little replayability. What I’m trying to say is it’s still very much a gimmick.
It suffer quite a bit from being “baby’s first VR game”, it’s extremely basic and completely lacking in any interesting mechanics. If it’s your first VR game, it will feel amazing, if you already played other VR games it will feel like a serious downgrade in a lot of areas. Even compared to Half Life 2 it feels like a downgrade, as there is just much less to do in Alyx, less guns, no vehicles, more linear, smaller environments. It’s a great looking game, but the mechanics are just extremely limited due to the focus on teleport.
It’s well suited for anything where you’re seated, eg racing sims, flight sims, euro truck sim etc.
If you’ve got any interest at all in those genres give it another try and it’ll be hard if not possible to go back. Digital Combat Sim in VR is a whole nother game.
Other than that I agree. Just a gimmick and I don’t see the way forward.