Jump to content

Simulator sickness: Difference between revisions

Shadowdawn (talk | contribs)
No edit summary
Shadowdawn (talk | contribs)
No edit summary
Line 31: Line 31:
*Height of user's point of view matters. The lower a user's POV is, the faster ground plane changes and fills the user's FOV. It creates a more intense visual flow and can cause discomfort similar to moving up stairs.  
*Height of user's point of view matters. The lower a user's POV is, the faster ground plane changes and fills the user's FOV. It creates a more intense visual flow and can cause discomfort similar to moving up stairs.  


*Binocular display ???
*Stereoscopic images can cause discomfort in certain individuals. Studies have shown that this can be reduced by reducing the disparity between the images. Additionally, any scaling of the IPD should be applied to the entire head model. You should set the inter-camera distance in the Rift to the user’s IPD from the config tool.<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>
*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>