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I'm not sure what you mean by VR but if you have not tried HTC Vive or Oculus Go, I suggest giving it a try. Everyone I know who has issues with motion sickness or traditional VR can play many games comfortably in modern VR.


I am a VR developer and so have an i9, 1080, Vive, Oculus, and a Pixel2 Daydream; with hundreds of hours emersed.

I experience eyestrain and nausea within five to ten minutes. It takes considerable effort to overcome.

The tech just isn't there yet for lighting. I am hopeful that real time ray tracing will provide some solution...

It's not so bad with flat and Tron-like games.


There's a pretty wide range of sensitivity. I'm also a VR developer and relatively insensitive to nausea (I was happily playing unreal tournament on the DK2 which made other people want to vomit pretty quickly). I almost never experience any nausea these days, even after extended sessions in games with a lot of motion. I hate anything without 6 dof tracking though, not because it makes me sick but because it completely lacks immersion.

I've never heard anyone bring up lighting as a factor in nausea before. There's certainly a lot of room for improvement for visual quality but it's not something I've heard anyone discuss as a factor in simulator sickness before. What do you think might be going on there?


As a data point, our enterprise / healthcare customers (not particularly technical and not generally gamers or previous VR users) don't bring up nausea as an issue despite or training experiences lasting 15-20 minutes at times.


I did great with my friend's Vive until an apparently software bug did an unexpectedly fast zoom... instant nausea! I was disappointed bc I was having fun. It went away after about two hours.


Compared to reality or ray tracing, the lighting and shadows of most games are just terrible.

It'd be interesting to see how VR sickness triggers are distributed in the population. How many people actually get nauseous from bad lighting, how many get nauseous from forced camera movement etc




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