A big part of reducing motion sickness for me was to ensure that the lenses were set to the appropriate pupillary distance. If they're too wide or to narrow, that can affect your body's ability to handle VR
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Most of them throw up because of the motion. With what I've seen of Metaverse, I can understand that they throw up because of the content, too.
I'm young and have played computer games since childhood, I never bought a VR headset cause anything more than 20 minutes and I feel dizzy as fuck.
VR needs an overhaul for me to actually buy into it, I honestly just think the headsets aren't going to work, I don't think a higher refresh rate will fix this
I only play standing games that stick within the confines of room scale, that way all my movements are natural.
When I play other games, it's teleport or nothing, no other locomotion form works for my, my sense of balance is to sensitive, and I haven't had the time to work to get used to it.. and swinging on vines is way out no.
Curiously I also get severe motion sickness when I drive go karts, but not when I drive cars. Although, sitting in the passenger seat, especially the rear seats, however can be a problem sometimes if I'm going around windy roads)
I'm super glad I'm not one of them... I will baselessly credit the Nintendo 3DS with developing that skill
"... and that's a huge problem for the companies behind it."
Thank you for clarifying.
VR has very little appeal to me.
The only time I've ever felt nauseous playing VR games is when the game has sliding locomotion instead of teleport. When the whole world moves like I'm walking but I'm not actually walking, it feels like everything is slipping and creates nausea.
You get used to it. It helps to have a good graphics card so that the frame rate is high enough. I am sad many good games don't support VR. I.e. Start Citizen, Cyberpunk 2077, etc. Yes, there are mods for it, but it should be supported natively (if mods can do it, why can't the developer?). It is just so much more immersive to be able to look around naturally and see stereoscopic.
if mods can do it, why can't the developer?
Because it's not worth it to waste budget and time on a feature used by 0.01% of your playerbase.
the developers don't do it because they know barely anyone will buy the game just because it also supports VR. it's just not worth the money.
plus, people will eventually make a mod anyways, and they are completely fine with benefiting from random people's unpaid work. Who wouldn't take all the upsides without any of the downsides?
I’m a game developer who had a chance to create a VR game. I have to admit, VR was not my cup of tea at first. It gave me a terrible headache and nausea for hours after playing for a short time. But I was determined to overcome it and I kept practicing. Now I can enjoy VR for hours without any issues. I think kids will be fascinated by VR as well, even if they have some initial discomfort. They will be amazed by the simple games that make them feel like they’re in a different reality. VR is not about making games that look like real life, like Call of Duty. It’s about making games that let you explore new worlds and possibilities. Imagine playing games that involve sports or exercise in VR, or games that let you interact with 3D characters that have realistic personalities thanks to LLM AI. You could make friends and connections with them instead of fighting them. That would be awesome, right?
You think people forming personal connections with AIs instead of real people is a good thing?
Real people suck, the world is burning, let them have their AI friends in peace
I think that kids making fake friendships after school instead of fake murdering AIs might have some positives. I hope it can help kids develop social and communication skills.