Is there a technological way to fix nausea when playing VR? I’ve done a few games (including some true tech demos with the high-level motion tracking cameras at events) and it doesn’t matter the setup they all still gave me motion sickness after around 20 minutes.
Improved graphics quality, lower latency, and higher refresh rates will help. Currently, the brain has to work very hard to process VR input but all of these are visible aspects where significant advancements can be made.
(You can get severe eye strain and dizziness even with non-VR games where tweaking settings like field of vision completely mitigates them, so this shouldn't be taken lightly.)
And inversely as visuals improve, corresponding techniques to reduce information overload in unimportant areas to avoid over-taxing the brain will similarly evolve...i.e. peripheral and far vision.
Will this completely solve the issue for every single person and case? Probably not. Some people get motion sickness in real life cars, so there's no reason to think VR will be bullet-proof, but the technology doesn't have to be perfect -- merely viable.
This is all with understanding about current technology and limitations. Once that has been achieved, and 'that' is a herculean effort on its own, will more fantastical elements like control & input via brain waves shift the paradigm further? I have no idea, it's not something I'm particularly knowledgeable about other than the vague fact there are successful applications of it in research to some extent.
...but the human brain does behave differently when lucid dreaming. So, perhaps it's not strictly impossible from a purely biological view even though we have no idea how.
Is there a technological way to fix nausea when playing VR? I’ve done a few games (including some true tech demos with the high-level motion tracking cameras at events) and it doesn’t matter the setup they all still gave me motion sickness after around 20 minutes.
Improved graphics quality, lower latency, and higher refresh rates will help. Currently, the brain has to work very hard to process VR input but all of these are visible aspects where significant advancements can be made.
(You can get severe eye strain and dizziness even with non-VR games where tweaking settings like field of vision completely mitigates them, so this shouldn't be taken lightly.)
And inversely as visuals improve, corresponding techniques to reduce information overload in unimportant areas to avoid over-taxing the brain will similarly evolve...i.e. peripheral and far vision.
Will this completely solve the issue for every single person and case? Probably not. Some people get motion sickness in real life cars, so there's no reason to think VR will be bullet-proof, but the technology doesn't have to be perfect -- merely viable.
This is all with understanding about current technology and limitations. Once that has been achieved, and 'that' is a herculean effort on its own, will more fantastical elements like control & input via brain waves shift the paradigm further? I have no idea, it's not something I'm particularly knowledgeable about other than the vague fact there are successful applications of it in research to some extent.
...but the human brain does behave differently when lucid dreaming. So, perhaps it's not strictly impossible from a purely biological view even though we have no idea how.