Jump to content

Simulator sickness: Difference between revisions

Shadowdawn (talk | contribs)
No edit summary
Shadowdawn (talk | contribs)
No edit summary
Line 14: Line 14:
*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
*Narrow/low [[field of view]]
*Wide [[field of view#Display FOV|display field of view]]
*High [[latency]]
*High [[latency]]
*Distortion correction????
*Distortion correction????
Line 33: Line 33:
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===