Motion Sickness and its causes.
- A lot of it has to do with the mismatch of what your eyes are seeing and sending to your brain versus what your ear and body is sending, causing a mismatch of communication.
- Calibration of the hardware was also a factor, but since the release I believe the companies have been developing more to fix that.
- While in game, taking control of the camera from the player, so moving the camera without user input, taking control makes it feel like someone has grabbed your head and moved it around.
- Changing the field of view with out a proper transition.
- Overriding head movement.
Ways this can be fixed?
- Two major things are low latency and consistent frame rate (Don’t ever drop frames, Vive 90fps x 2)
- Start simple then keep adding till frame rate drops, then start to cut back.
- Development – Regular development consists of throwing stuff in and optimizing it before shipping, with VR its reccomended to start optimizing, start high and maintain it, when you want people to test the game, it will suck if not optimized and you will get bad test data back.
Maintain VR Immersion
- From the start of the session to when they take the headset off, keep the VR immersion. Loading screens, logos, anything really, make sure they can move head around and their be a response.
Locomotion (movement or the ability to move from one place to another.)
- If your sitting how do you move a character around?
- let the player know that there is going to be a locomotion.
- minimize the duration and the frequecy of locomotion in VR.
- This includes any range of motion.
- Constant movement works a lot better than easing in and out.
- Frame of reference is something to think about, e.g. Cockpit.
- Moving camera around for cinematic, a lot of the time doesn’t work in VR.
- Treat VR like a Theater.
- Do not do too many camera tricks.
- Instead of moving to a space do blinks, black in and out.
- Don’t animate camera in anyway.
- Screen shake is also not a good idea in VR, unless their is a frame of reference to influence it, E.g. cockpit.
- Doing transitions when its appropriate, e.g. approaching something.
Slow your frequency roll
- High frequency textures cause eyestrain the longer you stay in a session.
- No depth of field in VR, fog out, low frequency textures and big broad shapes.
Virtual Controls are Awesome!
- Represent virtual controls in VR.
- Mapping buttons on VIVE. virtual controls work well.