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It's a microscopic sample size, but with the OR developer kit I got to play with, probably half women I know who tried it felt motion sick; the proportion was much much lower for men (maybe 1/10).

At the time I simply put it down to the guys having played more FPS games and being more accustomed to it, but its interesting to read this.

On the other hand, with the precise head tracking in OR, I wonder if a higher-resolution with a better lighting model would make this issue go away?

It's basically just tiny head movements, right? As you move you see minor shading differences in the scene, and use that to mentally reconstruct the 3D geometry (as I understand it from the article).

You'd think high precision head tracking with a sufficiently high frame rate would be able to catch that.

(however, the low res / poorly lit OR demos probably don't)



Does the OR account for pupillary distance? At the 5th percentile, the pupillary distance for women is 2mm smaller than men and at the 95th percentile, it's a 5mm difference. With that in mind, an OR for women may need to be designed to account for a smaller pupillary distance.

What about children? How likely are they to experience nausea? Anyone with kids and an OR dev kit have anecdotal data here?

http://en.wikipedia.org/wiki/Pupillary_distance


Yes, pretty sure that's configurable.

Many games don't, though. I know the TF2 Oculus Rift integration at one point had a calibrator for that. Last I heard they were pushing for a standalone calibrator that games could all pull info from, but I don't know what came of that.


Is this calibration common between users? i.e. is it likely that a girl using an OR after a guy will calibrate the device for her pupillary distance?


It's all very interesting if true. I've always wondered why some people just seem to get nauseous so quickly when interacting in 3d environments.

In my anecdotal experience I've found adjusting things like depth-of-field of the viewport and increasing framerate to have a significant impact on simulator sickenss type effects.

It would be interesting to find what kind of minimum threshold of realistic lighting might be needed to help overcome the problem.




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