And for me motion sickness isn't felt in my stomach, it's in my head. The headaches get quite painful, so I very much appreciate games that give me an FoV slider with a reasonably large maximum. I'd rather not need to take meclizine to comfortably play a game.
In VR, one method of reducing motion sickness is covering the edges of the screen during movement to reduce motion sickness (a temporary tunnel vision effect), essentially reducing the FoV. I suppose playing in windowed mode would be similar :P
FOV helps with some games, but the bob is always what gets me. I would love the option to turn stuff like that off.
That you can't turn it off makes it completely unaccessible to me. And the camera's bobbing around like a drunkard.
I played a top-down 3D RTS once and had to turn it off because the camera had just enough acceleration/momentum/drift that it was triggering dizziness.
That's the only thing that ever bothered me in a game displayed on a monitor, when combined with underpowered hardware for said game and thus low fps.
Fortunately the game had the option to turn off bobbing/swaying so I could keep playing it until i upgraded the video card.
I'm also one of the unfortunates that can't stand more than like 30 min in a VR headset sadly.
Too much of the current dialogue is about how players can "get over" it. This is silly. There are demonstrable, proven things which cause motion sickness via the visual system. Unfortunately there are some irreconcilable issues with doing certain activities (ie moving/turning without player input) in VR games so it's either abandon those activities or blame the users. Considering Meta has now poured nearly $85bn into their AR/VR effort, there's a lot on the line and the last thing they're going to do is admit that the technology is fundamentally limited to certain activities.
Here's an early video from Oculus when it was still a bunch of enthusiasts chasing something magic. https://www.youtube.com/watch?v=6DgfiDEqfaY&t=1356s
But nowadays you have people that play VR and have "VR Legs", and then you have the rest of us who have normal human brains and normal human eyes and don't want to take it upon ourselves to relearn how the world works so we don't puke when playing an FPS.
The bottom line is that the human visual system is very sensitive to acceleration, especially in the peripheral vision. Acceleration can be linear, angular, or even in odd dimensions like during an FOV shift which god forbid a game would do without telling you.
The easiest thing you can do to save yourself is get a smaller display or sit further away so that your peripheral vision is spared any of the motion and your fovea is gathering the majority of it. This is why "tunnel vision" in VR works for some people.
The article was primarily focused on non-VR games and the various accessibility settings that can greatly diminish the problem, but are often an afterthought even in games that are praised for pushing accessibility. Eg, the recent Indiana Jones game inspired me to write this article, as it's being heavily praised for pushing accessibility standards in many ways, but lacks accessibility options to disable the head bobbing and weapon sway when moving.
Something I've become fairly aware of are all the little "quirks" in the ways I like to play games that I've developed over the years, that I hadn't realised were actually to reduce motion sickness. I do definitely plan on going back and updating the article to include some of my learnings since writing it. Eg, I always play in windowed 1440p on a 27inch 4K monitor because it then takes up less of my total vision, which I guess is a workaround when having a display that's too large for the sitting distance.
Provide options for people that get motion sickness the same way we provide accessibility options. Let those of us that get less motion sickness get the "full experience".
So far I'm lucky. I've only got sick in VR twice. Once from trying Breath of the Wild via the Labo VR kit. Once trying a hacked GTA-5 VR. Both made me feels incredibly sick, far beyond what I'd have expected before experiencing it. So, I'm super sad that some people experience this more and I hope we can find ways to accommodate them.
That said, I played Half-Life: Alyx back when it came out. In my mind I assumed teleporting, the default, was the way to play because I assumed stick motion (normal joypad controller based FPS motion) would be more sickening. But, for me, it turned out after a few levels, teleporting felt worse than sliding. I think because each teleport was so disorienting.
Strangely, I got zero motion sickness from Jet Island. One of my top 5 VR experiences of all time and at a glance would also seem to be the most likely game to make people sick. Why it doesn't I'm not sure other than the obvious (fast framerate)
https://store.steampowered.com/app/587220/Jet_Island/
To add, I got a 38inch wide monitor. Playing any first person came on that screen full screen makes me sick. I have to play all PC games in a window now. I think if I switched back to a 27inch monitor I wouldn't have that issue.
Oddly, what will induce nausea is <120 FPS on sample and hold displays. From the day someone put an LCD in front of me, they’ve done the same thing. The blur as my viewpoint shifts, it’s immediately like I’ve been placed on a boat in rough waters.
Every single person who tried it got sick, except for myself. I played it longer than anyone else and did not have an issue.
I have a lazy eye. It's fine most of the time but when I get tired it just drifts off into the outer corner and makes me look scary. My guess at the time was that my brain was just used to getting signals from my eyes that didn't make sense.
To this day however, I still get very car sick trying to read my phone in a moving motor vehicle, so I don't know.
What seems to happen is your brain learns to ignore the signal from one of the eyes if the other is "malfunctioning" somehow.
With all that said, I can't find anything there about motion sickness. I must just be missing it, right? Also, the only reference I find to VR are in relation to UI scale.
I suspect it has to do with "camera movement I didn't control". I recall some research done by Valve during the VR development days that resulted in the "teleport" movement fix.
I recently had this experience with Wildfrost - a decent game but I find it migraine inducing on big screens - big flat colors, lots of wiggly animations, poor scaling, all combined with the need to do lots of reading. My eyes felt fried after 20 minutes.
It created a lot of controversy for BioShock, and a patch was eventually made to fix it - just as it helped grow the "widescreen gaming" community[1].
Sometimes I wonder what inflection point it took for people to make a big deal out of it back then compared to now. People still don't know what FOV a game is generally suppoed to be on a 16:9, and games don't usually care to educate you.
Monster Hunter Wilds comes with accessibility features for motion sickness[2], which is a pleasant, and rare, surprise. But people with motion sickness would probably prefer some kind of assurance before they spend money on it, I imagine.
[1]: https://www.wsgf.org/dr/bioshock
[2]: https://www.eurogamer.net/monster-hunter-wilds-arachnophobia...
Spyro the Dragon, Half Life 2, Psychonauts, Portal, etc all make me insta-hurl. Meanwhile flying around a space station at a million miles per hour in 50FPS VR, smashing into surfaces and flipping around like an olympic gymnast.... totally fine.
Recently as I'm up in age, I have noticed I do better with third person games and having the monitor further away with a high refresh rate. Certain games like Counter Strike 2, since it plays so quickly and feels fast, doesn't have that feeling, and Fallout4, isn't bad but I couldn't play it for hours.
This even happened on some of the new Harry Potter rides at Universal Park. They have some sections that are kind of like a flight simulator with a wrap-around screen. The ride car is on some kind of articulated arm. The physical roller-coaster parts were totally fine, but this simulator parts made me feel sick. I had to close my eyes to keep from throwing up. I cannot handle a mismatch between my apparent motion and my felt motion. I will never play another first person VR game.
https://www.polygon.com/videos/2019/11/14/20962065/reticles-...
I had worst motion sickness after playing Sable because it has no reticle and no textures.
Whatever they did there with the parkour movement emulation triggers something.
Not bad so could still play but definitely some unpleasant sensation undertones in there.
15 years later, I'm in my 30s and I cannot even look at most modern 3D games. First-person games are an absolute no-go and third-person games are a toss-up. I missed out on a ton of games[1] and had to drop quite a few[2]. The ones I completed, I did so by forcing myself through the nausea[3]. I've even tried to go back to games I used to play[4] and even those kill me. It is really bad and at this point I mostly just play 2D games like Caves of Qud or top-down/isometric games like Disco Elysium.
The accessibility options in a lot of these games do help a bit, but it is never 100%. I usually turn things like camera shake/head bob off, lower graphics settings, tone down particles, mess around with FOV, adding a center dot... the whole kit and caboodle. At this point I'm not really sure if there is anything else that could be done to help me out, but I still really appreciate it when devs think about people with motion sickness issues.
[1]: Never even touched Overwatch or PUBG
[2]: I wish I could finish DOOM 2016 and Armored Core 6
[3]: The Witness and all those Resident Evil remakes have caused me countless hours of joy and pain, Elden Ring was mostly fine but some sessions I had to stop early
[4]: I will probably never beat HL2 again
It's very unusual for being a third-person shooter, with a downward perspective (sometimes called "top-down", though you can adjust the angle slightly). This is tolerable for the lightsaber levels, but very annoying when your best weapon is a blaster and you want to shoot a distant enemy that you can't actually see, even if it's not nauseating for you.
[Besides that, it's also notorious for quite a few unintuitive pull/jump/climb puzzles, and an adaptable difficulty system which means that it will get harder as soon as you figure out something that works]