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This is all just empirically incorrect. VR headsets are already in the hands of consumers, and not causing simulator sickness in the circumstances described. Developers have now had lots of time to experiment and find out what does and doesn't cause it. Accelerating the viewpoint? Yes, that'll affect some people. Placing objects close to the viewpoint? That's completely fine, and the author's idea that this will somehow mess up people's depth perception is flat-out wrong.


And yet a few comments above yours are people saying that Oculus has publicly admitted that there are sickness problems, and anecdotes of a fairly high proportion of people who do get sick. How can there be such wildly different opinions about something that should be factual: real evidence of how current VR rigs affect people playing them for substantial periods with currently available games?


The idea is that you can fairly easily, with current hardware, make experiences that don't induce sickness. It's mostly about ensuring the framerate stays high and never moving the viewport for the user.

Unfortunately Oculus and HTC/Valve can't stop developers from doing the obvious things that make everyone sick. Dumb developers can and will.

Some people get sick simply looking at motion on a 2D monitor. So there will always be people getting sick in these experiences.




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