this post was submitted on 26 Sep 2023
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Why virtual reality makes a lot of us sick, and what we can do about it.

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[–] stopthatgirl7@kbin.social 5 points 1 year ago* (last edited 1 year ago) (3 children)

First person games also make me motion sick, for lack of a better word, because I’ve got permanently screwed proprioception (so less “sick,” more “horribly dizzy”), so I’ve never even dared try VR. I feel like the market is a lot more limited than companies might think it is.

[–] FlyingSquid@lemmy.world 5 points 1 year ago

I actually wonder if proprioception has a lot to do with it. We pretty much use all of our senses with proprioception, and they are more limited by VR. No matter how good the eye tracking is, there will still be big blind spots and no matter how good the 3D sound is, it still won't quite replicate how real sound moves between your ears. And then, of course, you have the illusion of walking without moving your leg muscles. This won't change for a while. Not without major technological advances in VR gear.

[–] o0joshua0o@lemmy.world 3 points 1 year ago

I also cannot play 1st person games for this same reason. But oddly enough, VR games actually make me feel less motion sick than flat 1st person games do.

[–] tburkhol@lemmy.world 2 points 1 year ago

I'm pretty sure that Meta is the only company that thought there's a big market for VR, and even they seem to be giving up on it. Apple's device seems more oriented to giving you a private workspace than a real virtual world - like a big array of virtual monitors to replace actual hardware - and that avoids the worst motion sickness triggers. Of course, their device is also priced far out of mass market.

The most popular applications for VR are all games, and even the gaming companies are doing very little development in that space. Fewer people think VR will be a big thing than thought 3D TV would be a big thing.