Simulator sickness: Difference between revisions
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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. Changing [[field of view#Camera FOV|camera field of view]] can lead to unnatural movement of the virtual environment in response to head movements.<ref name="oculus_best_practices>https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/</ref> | 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. Changing [[field of view#Camera FOV|camera field of view]] can lead to unnatural movement of the virtual environment in response to head movements.<ref name="oculus_best_practices>https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/</ref> | ||
Make sure your app does not lag or drop frames on systems that meet the minimum system requirements. Minimize [[Motion-to-photon latency]]. Any latency between the movement of the user's head and the change of the display of VR device can cause discomfort. | |||
===Users=== | ===Users=== |