Cockpit / Vehicle
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| Cockpit / Vehicle | |
|---|---|
| Information | |
| Type | Seated, Standing, Room-scale |
| Required Devices | None |
| Description | A cockpit, vehicle interior or frame that stays fixed around the player gives a stable visual reference during virtual travel, which can reduce VR sickness; most players feel they are within a stable environment |
| Pros | reduces VR sickness; hides much of the moving scenery in the periphery while keeping the player inside the game world |
| Cons | only applicable in certain situations such as Driving, Spacecraft and Mech games; strong acceleration can still cause discomfort; enclosed cockpits restrict the peripheral view |
| Creator | N/A |
| Examples | Elite Dangerous, Gunjack, EVE: Valkyrie, Star Wars: Squadrons |
Cockpit / Vehicle is a Locomotion Method for virtual reality (VR) in which the player travels through the virtual world while seated inside a cockpit, cab, turret or other vehicle interior that stays fixed relative to their body. The world outside moves, but the geometry immediately around the player does not, so it acts as a stable visual reference, or rest frame. Developers use the technique to reduce VR sickness in flight, space, driving and mech games, where the player is sitting still in the real world while their vehicle moves in the game.[1][2]
Oculus VR's early developer guidance for the Oculus Rift suggested that a cockpit or vehicle that hides much of the moving scenery in the periphery may reduce simulator sickness in the same way that a narrower field of view does.[3] Laboratory studies of rest frames support the general idea, but a 2023 systematic review lists a 2019 test of a virtual cockpit among studies whose results were not significant.[4]
How it works
Sickness during artificial Locomotion is commonly explained as a sensory conflict. When the player's avatar moves by walking or riding a vehicle while the player's real body is stationary, vision reports movement through space while the vestibular system and proprioception report none. The Oculus guide calls this visually induced illusion of self-motion vection and describes it as "a major underlying cause" of simulator sickness.[3] Motion perception is more sensitive in the periphery, so moving scenery at the edges of a wide display adds to the conflict.[3]
A cockpit addresses this in two ways. First, its walls and frame cover part of the view, which reduces the amount of optic flow the player sees. Meta's current design guidance recommends that developers "incorporate geometry like vehicle cabins, cockpits, or headgear to naturally obscure parts of the environment, reducing optic flow while maintaining immersion", and notes that making peripheral geometry opaque is "especially effective in vehicles with windows showing outside motion."[1] Second, the cockpit does not move relative to the player, so it gives the eyes a reference that agrees with what the body feels. In a 2018 article on Meta's developer blog, developer Sam Pattuzzi wrote that "by having the unmoving cockpit around you, the sensory disagreement is lessened considerably."[2]
The second effect draws on the rest frame hypothesis of J. D. Prothero and colleagues, including Thomas Furness, at the University of Washington's Human Interface Technology Laboratory. They argued that motion sickness arises less from conflicting motion cues as such than from conflicting rest frames, the reference that the brain treats as stationary, and that the visual background strongly influences which rest frame is selected.[5][6] Later researchers define rest frames as parts of the virtual environment that "remain fixed in relation to the real world and do not move as the user virtually moves."[7] A cockpit is a rest frame that also fits the fiction of the game. Cao, Grandi and Kopper note "the use of cockpits in many commercial VR games" and give the cockpit and the virtual nose as examples of rest frames designed for a particular application.[6]
Design considerations
Having a cockpit or vehicle around the player can help reduce simulator sickness, but only where the vehicle is a core part of the game's mechanics. Having a frame, roll cage or cockpit helps most people feel as though they have a stable environment within which they are riding and traveling around. Pattuzzi gives flight simulators, racing games and mech battles as settings where the player naturally sits "in front of a control panel with a cockpit around you that doesn't move."[2]
The Oculus guide also points to the cockpit as a place for in-world information. Instead of a mini-map and compass on a head-up display, the player can "get their bearings by glancing down at an actual map and compass in their avatar's hands or cockpit."[3] With positional tracking, players can lean in to examine a cockpit console.[3] A related technique covered in the same guide is the independent visual background, such as a player-locked skybox that stays still when the controller turns the player; a driving simulator, for example, might keep a sky with a few clouds stationary even while the car turns.[3]
Research
| Study | Rest frame tested | Reported result |
|---|---|---|
| Prothero et al. (1999)[5] | See-through head-mounted display mode, in which the real surroundings formed an independent visual background, versus an occluded mode, during a circular vection stimulus | "A large effect" for reduced simulator sickness and ataxia in the first of two experiments |
| Cao, Jerald and Kopper (2018)[7] | Static and dynamic rest frames (a metal net) during virtual travel; two multi-day studies with 44 participants[6] | With either rest frame, participants travelled through more waypoints before stopping because of discomfort than without one |
| Luks and Liarokapis (2019)[8] | A cockpit and radial as a frame of reference, compared with a visible path of waypoints and with both methods combined; four groups of 15 participants, including a control group | A pattern in the data favoured the visible path over the cockpit frame |
| Shi et al. (2021)[9] | A head-fixed target reticule in a VR racing game, compared with field of view reduction and depth of field blur; 32 participants | No significant differences in sickness, presence or workload among the techniques |
Prothero's experiments did not use a vehicle: the circular vection stimulus was shown in a head-mounted display for 3 to 4.5 minutes, and participants still rated the content of interest as significantly more visible than the independent background.[5] Cao, Jerald and Kopper later showed that software rest frames drawn inside the virtual scene could also help: in their studies a static rest frame produced more real-time reported comfort than no rest frame.[7]
Evidence for cockpits specifically is weaker. Luks and Liarokapis tested a frame of reference "in form of a cockpit and a radial" against visible waypoints, a combination of the two and a control group, and reported a pattern in the data favouring the visible path.[8] A 2023 systematic review by Samuel Ang and John Quarles lists this virtual cockpit, added to a low-altitude flying simulation, under studies whose results were not significant.[4] Shi and colleagues likewise noted that a desk and the cockpit-and-radial design "did not assist in reducing VR sickness in specific experiments", and pointed out that any rest frame also blocks part of the user's view.[9]
Limitations
A cockpit only makes sense when the game puts the player in a vehicle, and it does not remove every cause of discomfort. Pattuzzi notes that the sensory disagreement "will return in the event of extreme acceleration."[2] Enclosure also has a cost. In its review of Star Wars: Squadrons, Road to VR wrote that the TIE fighter's small front window limits the field of view "for more comfort, but it also kills you peripheral, making you depend more on instruments and UI to pursue enemies."[10] The Oculus guide adds that the smaller the user's view of the environment, the more they must move their head or virtual camera to keep track of their surroundings, which can itself increase discomfort.[3]
How the cockpit is attached also affects the sense of sitting inside a vehicle. In Gunjack for the Samsung Gear VR, Road to VR's Ben Lang found the turret cockpit "impressively detailed", but reported that once each level begins, the turret becomes locked to the player's head with no ability to look around it, which made it feel less like sitting inside a machine and more like "having a helmet strapped to your head."[11]
Use in games
EVE: Valkyrie, a multiplayer space dogfighting game by CCP Games, was a day-one launch title for both the Oculus Rift and PlayStation VR in 2016.[12] In a 2014 interview, CCP chief executive Hilmar Veigar Pétursson said motion sickness was not a problem in the game: "Because you're in a spaceship sitting down and space is weightless, even though there would be [G-force] in space, you don't feel it as much as if it were an aeroplane."[13] CCP turned off the game's servers on 5 August 2022.[12] Gunjack, made by CCP's Shanghai studio and released through the Oculus Store for the Samsung Gear VR in November 2015, placed the player in a turret that emerges from the belly of a mining vessel,[14] with a cockpit that Road to VR said shared "some design notes" with EVE: Valkyrie.[11]
Frontier Developments' space game Elite Dangerous lists support for SteamVR and the Oculus Rift on its Steam store page.[15] Motive's Star Wars: Squadrons, released on 2 October 2020, can be played in full, both the single-player campaign and multiplayer, from a first-person cockpit view on SteamVR headsets and PlayStation VR. Road to VR's reviewer, who wrote that a cockpit "helps stave off nausea thanks to the continual reference point", reported playing for hours at a time across all of the game's ships without discomfort. The reviewer also credited the particle effects that the developer placed in open space for giving players more grounding.[10]
Related techniques
Other rest frames use the same principle without a full vehicle. The virtual nose places a nose at the bottom centre of the view.[9] A 2023 review describes one study in which a virtual nose reduced cybersickness when participants were told to focus on it,[4] but a preregistered 2024 experiment with 32 participants found no significant difference in motion sickness with and without a virtual nose.[16] A fixed target reticule, as used in first-person shooters, is another minimal rest frame.[9] The Oculus guide treats a cockpit as having a similar benefit to reducing the display field of view, since both hide peripheral motion.[3] Meta's current guidance lists vehicle cabins and cockpits alongside other comfort techniques such as vignetting, which will "darken or occlude screen edges during movement, limiting visible optic flow", as well as snap turns and support for a seated mode.[1]
See also
References
- ↑ 1.0 1.1 1.2 "Locomotion comfort and usability". Meta Horizon OS Developers. Meta. https://developers.meta.com/horizon/design/locomotion-comfort-usability/. Retrieved 2026-09-27.
- ↑ 2.0 2.1 2.2 2.3 Sam Pattuzzi (2018-06-14). "Developer Perspective: Designing Awesome Locomotion In VR". Meta Horizon OS Developers Blog. Meta. https://developers.meta.com/horizon/blog/developer-perspective-designing-awesome-locomotion-in-vr/. Retrieved 2026-09-27.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 "Best Practices Guide (January 9, 2015 version)". Oculus VR developer documentation. Oculus VR. 2015-01-09. https://web.archive.org/web/20150409060631/http://static.oculusvr.com/sdk-downloads/documents/OculusBestPractices.pdf. Retrieved 2026-09-27.
- ↑ 4.0 4.1 4.2 Samuel Ang, John Quarles (2023-03-03). "Reduction of cybersickness in head mounted displays use: A systematic review and taxonomy of current strategies". Frontiers in Virtual Reality, vol. 4. https://doi.org/10.3389/frvir.2023.1027552. Retrieved 2026-09-27.
- ↑ 5.0 5.1 5.2 J. D. Prothero, M. H. Draper, T. A. Furness, D. E. Parker, M. J. Wells (1999-03). "The use of an independent visual background to reduce simulator side-effects". Aviation, Space, and Environmental Medicine, vol. 70, no. 3. PMID 10102741. https://pubmed.ncbi.nlm.nih.gov/10102741/. Retrieved 2026-09-27.
- ↑ 6.0 6.1 6.2 Zekun Cao, Jeronimo Grandi, Regis Kopper (2021-05-31). "Granulated Rest Frames Outperform Field of View Restrictors on Visual Search Performance". Frontiers in Virtual Reality, vol. 2. https://doi.org/10.3389/frvir.2021.604889. Retrieved 2026-09-27.
- ↑ 7.0 7.1 7.2 Zekun Cao, Jason Jerald, Regis Kopper (2018). "Visually-Induced Motion Sickness Reduction via Static and Dynamic Rest Frames". 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 105-112. https://doi.org/10.1109/VR.2018.8446210. Retrieved 2026-09-27.
- ↑ 8.0 8.1 Roman Luks, Fotis Liarokapis (2019). "Investigating motion sickness techniques for immersive virtual environments". Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments (PETRA '19), pp. 280-288. https://doi.org/10.1145/3316782.3321535. Retrieved 2026-09-27.
- ↑ 9.0 9.1 9.2 9.3 Rongkai Shi, Hai-Ning Liang, Yu Wu, Difeng Yu, Wenge Xu (2021). "Virtual Reality Sickness Mitigation Methods: A Comparative Study in a Racing Game". Proceedings of the ACM on Computer Graphics and Interactive Techniques, vol. 4, no. 1. https://doi.org/10.1145/3451255. Retrieved 2026-09-27.
- ↑ 10.0 10.1 Scott Hayden (2020-10-02). "'Star Wars: Squadrons' Review - The New Top Gun of VR Dogfighters". Road to VR. https://www.roadtovr.com/star-wars-squadrons-review/. Retrieved 2026-09-27.
- ↑ 11.0 11.1 Ben Lang (2015-11-19). "Review: 'EVE: Gunjack' Sets the Bar for Gear VR Turret Shooters". Road to VR. https://www.roadtovr.com/review-eve-gunjack-ccp-games-samsung-gear-vr-turret-shooter/. Retrieved 2026-09-27.
- ↑ 12.0 12.1 Scott Hayden (2022-08-02). "CCP is Finally Pulling the Plug on VR Pioneers 'EVE: Valkyrie' & 'Sparc'". Road to VR. https://www.roadtovr.com/ccp-eve-valkyrie-sparc-shutdown-date/. Retrieved 2026-09-27.
- ↑ Jeremy Peel (2014-09-15). "Motion sickness isn't a problem in Eve Valkyrie, say CCP: "It works out super nicely"". PCGamesN. https://www.pcgamesn.com/eve/motion-sickness-isnt-problem-eve-valkyrie-say-ccp-it-works-out-super-nicely. Retrieved 2026-09-27.
- ↑ Ian Hamilton (2015-11-19). "Galaga 3.0: 'EVE: Gunjack' is one of the best Gear VR launch titles". UploadVR. https://www.uploadvr.com/eve-gunjack-ccp-games/. Retrieved 2026-09-27.
- ↑ "Elite Dangerous on Steam". Steam. Valve. https://store.steampowered.com/app/359320/Elite_Dangerous/. Retrieved 2026-09-27.
- ↑ Sai Ho Yip, Adrian K. T. Ng, Henry Y. K. Lau, Jeffrey A. Saunders (2024-10-29). "Preregistered test of whether a virtual nose reduces cybersickness". Cognitive Research: Principles and Implications, vol. 9. https://doi.org/10.1186/s41235-024-00593-3. Retrieved 2026-09-27.