Why virtual reality makes a lot of us sick, and what we can do about it.

  • HughJanus@lemmy.ml
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    1 year ago

    And it turns out I’m not in the minority. The latest figures gathered in 2022 estimate that between 40-70% of users experience sickness within 15 minutes of exposure. For women specifically, it’s even higher, up to 80%. And we don’t know why

    What figures? This is shit journalism when they reference a “figure” and then don’t provide a source.

    What headsets were they using and what software were they running? Because this is going to have a tremendous impact on the so-called “rift-sick” factor.

    Not going to speak for anyone else but thus far, the only thing that makes me sick is roller-coaster-type demos.

  • HidingCat@kbin.social
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    1 year ago

    Hmm, I haven’t really gotten sick so far, but now I’m wondering if I just didn’t experienec it long enough. Feels like my tolerance has been decreasing with age too, some first-person games just make me want to throw up nowadays.

  • pelotron
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    1 year ago

    I played with the Oculus Rift CV1 for a long time and never really got over the this. If I played regularly I sort of got used to it, but I still found that having a fan on and a bottle of water nearby was necessary to avoid getting a headache or nausea. If I ever had a period of a few weeks of not playing it, my “tolerance” quickly went back to zero.

    • EvaUnit02@kbin.social
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      1 year ago

      As much as I want to like VR, it just makes me so nauseous. Even games attempting to mitigate motion sickness make me nauseous.

      There’s a game on PSVR called RIGS. It’s a high speed sports game. That game made me nauseous in about thirty seconds and the nausea lasted for hours. Such a dreadful experience.

      • pelotron
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        1 year ago

        The best VR experience I’ve had was at a local VR arcade where they have multiple wireless units and a large space to move around and play purpose-built games in. No nausea other than when I stepped into a no-zone behind a (real) pillar and the tracking system desynced from the headset for a few moments.

        I think that application was where VR really shines to its full potential. But for people to use in their homes, at desks? Not so much.