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Does anyone know if the issues people were reporting with simulator sickness have lessened with the version they plan to sell?

see: https://forums.oculus.com/viewtopic.php?t=5127&start=20



Since that forum post they have implemented low persistence display which apparently helps immensely with the motion sickness some people experience.

You can watch an explanation of how it works here: https://youtu.be/HoLHHUdi_LE?t=5m41s

Essentially it just flashes the frame briefly then switches the display to black. This helps with the tiny motions your head and eyes make between refreshes which normally cause your brain to not respond well because your movement isn't matching what you are seeing.

They also implemented something called Time Warping which is very complicated but it's basically a depth-aware frame interpolation that let's the device create way more frames than actually are which helps again with keeping your brain from freaking out about the discongruity of your head motion and your vision.

This video explains how that works: https://www.youtube.com/watch?v=WvtEXMlQQtI


I used the rift with the full head tracking this year at PAX East and felt no motion sickness at any point. A lot of the issues in 2013 were fixed when they started tracking full head movement instead of just rotation.

Of course I don't think I'm prone to motion sickness and the demo lasted only about 20 minutes max but I believe that I could wear it for over an hour or more with zero adverse effects.


> I used the rift with the full head tracking this year at PAX East and felt no motion sickness at any point.

You're one of the lucky ones. I've tried all the Oculus devkits as well as some other VR solutions and I get terrible motion sickness within minutes and it lasts for hours after I'm done with the game. This is a very personal thing but anecdotal evidence suggests that this is a major issue for a significant portion of people.

Oculus DK2 was a major improvement, though.

The Oculus is a very personal device, you'll have to adjust the lenses and the headgear to suit your eyes, and then it might be off for someone else.

This is a real issue they're going to have to solve, so far they've been excused because their products have been called "development kits". But if they start selling a final product that will make half or a quarter of people sick, they'll be getting bad reviews and reputation.

I'd really like to be able to use a VR solution, it's a competitive advantage in the kind of games I play (racing and flight simulation), but nothing I've tried so far works for me.




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