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

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[-] Anticorp@lemmy.ml 24 points 1 year ago

It's very simple. The device needs to maintain 90fps at 90hz minimum. Anything below that can cause nausea. We've known this since at least 2017.

[-] wrinkletip@feddit.nl 6 points 1 year ago* (last edited 1 year ago)

It's not that simple though. At any frame rate or frame time, you can still experience the movement disconnect. Simulating a roller coaster while sitting still will make the brain think you are moving while all other sensory perception says no, and you get nauseous.

Same as sea, air and car sickness, and those all have pretty great FPS.

[-] Anticorp@lemmy.ml 2 points 1 year ago* (last edited 1 year ago)

That's true, but when it drops below 90/90 you're a lot more likely to experience motion sickness from something as simple as looking around. With the higher frame rates, the motion is perceived more naturally by the brain, and you're a lot less likely to become nauseous. For the games more intense movement, where your perceived movement is disconnected from your actual movement, you can get used to it eventually, as long as your system is pushing enough information to your eyes. I have a top of the line gaming computer and I could only play very short sessions of Elite Dangerous when I started, since the perception is that you're in a spaceship that's flipping and spinning all around. After several short sessions, my brain started adapting until I could play for hours on end.

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this post was submitted on 26 Sep 2023
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