How big an issue is the nausea problem for Virtual Reality products?

 How big an issue is the nausea problem for Virtual Reality products?

It is a big factor, but one which will be overcome. There are several basic sources of this issue and every one has its effect and methods needed to beat them.

Since much of VR is 3D with head tracking, we inherit those issues that are common. The so-called vergence issue is vital. In sales of 3D televisions and other devices, we found about 7% of the population very sensitive. the difficulty comes from asking the brain to “see” objects ahead or behind what's a flat surface. this is often a conflict and therefore the reaction may range from nothing perceptible to vertigo counting on sensitivity.

As are often seen from some 3D movie applications, with more careful direction and placement of the more overt effects the nausea is often minimized. To the extent content, directors learn the simplest practices this may even be including the joys or enjoyment level of the content. funfair riders accept nausea-inducing rides as they value the experience over the shorter term feeling. Like this, however, it's not for everybody.

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Additionally, there are video effects that have several causes that will aggravate these same responses. Many of those “light latency” effects are thanks to limits within the frame rates being shown. With refresh rates at a coffee with handsets around 60 Hz and therefore the best-proposed systems at 240Hz, we'll see development here to boost rates or provide virtual high frame rates to smooth this effect.

Again this is often also associated with screen resolution and refresh rates of sunshine sources, etc. With higher resolution, the smearing effects on leading and trailing edges of movement are often minimized. 3D usually lowers light levels so handling this, or using dual screens is another approach to lessening these effects.

Finally, content development must lookout to avoid paradoxically or threat reflex-inducing situations. a number of the demonstrations to the present effect by Valve are very eye-opening. If you set someone during a virtual situation that might cause vertigo, it'll often be induced.

Overall, there's tons of labor to be done. Not everyone will enjoy the experience, but if the payoff is sweet enough then VR can overcome though not eliminate this problem.

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