Simulator sickness: Difference between revisions
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*Low altitude or filling [[FOV]] with ground | *Low altitude or filling [[FOV]] with ground | ||
*Some users find certain [[stereoscopic]] images uncomfortable | *Some users find certain [[stereoscopic]] images uncomfortable | ||
* | *Wide [[field of view#Display FOV|display field of view]] | ||
*High [[latency]] | *High [[latency]] | ||
*Distortion correction???? | *Distortion correction???? | ||
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Binocular display ??? | Binocular display ??? | ||
Wide [[field of view#Display FOV|display field of view]] can cause simulator sickness. Humans are more sensitive to the motion and imageries in the periphery. Optic flow and subtle flicker in peripheral regions can have a greater effect. Larger FOV also means greater overall visual input which can cause greater vestibular and proprioceptive conflict.<ref>https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/</ref> | |||
===Users=== | ===Users=== |