With Vision Pro launched, companies must talk about XR, nausea and gender(venturebeat.com)
venturebeat.com
With Vision Pro launched, companies must talk about XR, nausea and gender
https://venturebeat.com/games/with-vision-pro-launched-companies-must-talk-about-xr-nausea-and-gender/
14 comments
As Bar-Zeev mentions (and Avi was a lead designer on Vision Pro), even a mixed reality experience can cause nausea.
Far as being "flippant", when I asked Carmack about the topic while CTO at Oculus, he told me that wasn't his department (!). Dude, that your device tends to get half the population sick isn't your problem?
Far as being "flippant", when I asked Carmack about the topic while CTO at Oculus, he told me that wasn't his department (!). Dude, that your device tends to get half the population sick isn't your problem?
> even a mixed reality experience can cause nausea
Absolutely! I was just trying to paint a picture of the extremes available on the AVP from "safest" to worst case. But even "safest" will not be usable/comfortable for 100% of the population.
Absolutely! I was just trying to paint a picture of the extremes available on the AVP from "safest" to worst case. But even "safest" will not be usable/comfortable for 100% of the population.
Wikipedia page[0] mentions having a fixed nose visual can reduce nausea, which is something I've read/heard elsewhere as well.
According to several studies, introducing a static frame of reference (independent visual background) may reduce simulation sickness. A technique called Nasum Virtualis shows a virtual nose as a fixed frame of reference for VR headsets.
[0] https://en.wikipedia.org/wiki/Virtual_reality_sickness
According to several studies, introducing a static frame of reference (independent visual background) may reduce simulation sickness. A technique called Nasum Virtualis shows a virtual nose as a fixed frame of reference for VR headsets.
[0] https://en.wikipedia.org/wiki/Virtual_reality_sickness
If there is a gender component to risk of VR sickness, it seems likely it is related to some calibration factor being wrong due to differing head size - eg. The distance between the eyes, the center of rotation of the eyeballs, etc.
I'm sure VR companies are working on it, because nausea isn't good for business...
I'm sure VR companies are working on it, because nausea isn't good for business...
I suffer a lot from motion sickness using VR. I can play games where I'm standing still (Moss, Beat Saber) but racing simulators make me feel sick.
Guess I'll be in trouble if somehow we end up using VR/XR all the time.
Guess I'll be in trouble if somehow we end up using VR/XR all the time.
Good news is there are a lot of techniques for acquiring "VR legs" that don't require experiencing nausea. The most classic ones involve:
1. using a very strong vignette (like looking through binoculars) to preserve a fixed frame of reference, and then gradually adjusting the vignette to obscure a smaller and smaller % of the FOV.
2. when using a joystick to move the camera/character, only move forward and rotate to turn, marching in place any time you move forward (so you if you would normally strafe or move backwards, rotate first instead and then move forward).
3. use joystick movement for no longer than a couple of seconds and then stop and let your body calm, then move forward a couple seconds, repeat, stop any time you even begin to feel any nausea and take the device off and then come back after 20 minutes.
With these sorts of accommodations, a large percentage of people who get nauseous in VR can overcome it and end up with zero nausea as long as camera movement is fixed or its controlled my player input.
I trained myself on Skyrim VR with those comfort settings and I was totally fine after a couple of days (whereas before I couldn't use joystick movement for more than about 3 minutes before intense nausea kicked in).
1. using a very strong vignette (like looking through binoculars) to preserve a fixed frame of reference, and then gradually adjusting the vignette to obscure a smaller and smaller % of the FOV.
2. when using a joystick to move the camera/character, only move forward and rotate to turn, marching in place any time you move forward (so you if you would normally strafe or move backwards, rotate first instead and then move forward).
3. use joystick movement for no longer than a couple of seconds and then stop and let your body calm, then move forward a couple seconds, repeat, stop any time you even begin to feel any nausea and take the device off and then come back after 20 minutes.
With these sorts of accommodations, a large percentage of people who get nauseous in VR can overcome it and end up with zero nausea as long as camera movement is fixed or its controlled my player input.
I trained myself on Skyrim VR with those comfort settings and I was totally fine after a couple of days (whereas before I couldn't use joystick movement for more than about 3 minutes before intense nausea kicked in).
Funny, I’m the opposite. Anything with slow walking motion or standing makes me sick but I love racing in VR.
Fun story, a friend of mine is a fighter pilot flight school instructor for the Air Force. He has flown all sorts of crazy planes some with HMD's. He can barely play a flight sim in VR for an hour or two without getting motion sick.
"Simulation sickness" comes from the fact that when there's a disparity between your visual sense of motion and your inner-ear inertial sense of motion, your autonomic nervous system thinks you may have been poisoned and induces vomiting to help get rid of the poison.
Your friend having flown real planes probably makes him even more sensitive to sim sickness because his vestibular system has been trained on motion from actual flights, meaning it can perceive the mismatch in the sim much more acutely.
Your friend having flown real planes probably makes him even more sensitive to sim sickness because his vestibular system has been trained on motion from actual flights, meaning it can perceive the mismatch in the sim much more acutely.
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> “On the point of gender differences, I hope companies can share more open research on this,” Bar-Zeev told me recently. > If they don’t, he adds, “we should assume they’re worried about something, or they just don’t care.”
This seems flippant.
Identifying the sources of VR sickness is complicated. Hardware, OS, and 3rd party software all contribute.
The shape and symmetry of each individual brings a lot of variables as well.
I'm skeptical that you could have an industry standard way to measure VR sickness risks of a particular device or game.
AVP in mixed reality mode takes control of a lot of the experience such as rendering and it is done at a very high quality. But if developers ship a fully immersive AVP app they can very easily create a vomitorium app.