[HN Gopher] Motion sickness accessibility in video games
       ___________________________________________________________________
        
       Motion sickness accessibility in video games
        
       Author : headalgorithm
       Score  : 75 points
       Date   : 2025-01-31 15:20 UTC (4 days ago)
        
 (HTM) web link (madelinemiller.dev)
 (TXT) w3m dump (madelinemiller.dev)
        
       | markx2 wrote:
       | Add a nose?
       | 
       | https://www.purdue.edu/newsroom/archive/releases/2015/Q1/vir...
        
         | jrmg wrote:
         | From my reading the nose is stationary - I wonder if just
         | sitting a cut-out nose shape directly in front of the display
         | would help some people?
        
         | elwillbo wrote:
         | I work in immersive video, and the tiniest of vibrations can be
         | a problem. The idea of adding a nose is fascinating, and could
         | be easily accomplished with a layer on top of the video. I have
         | an experiment to try...
        
       | foxyv wrote:
       | The one thing that will universally get me in a video game is
       | head bob mixed with weapon sway. My brain will nope the heck out
       | of those games almost instantly. I will happily ride the worst
       | roller coasters, boats, busses, and cars I can find and get zero
       | motion sickness. One minute playing Call of Duty? Done.
       | 
       | FOV helps with some games, but the bob is always what gets me. I
       | would love the option to turn stuff like that off.
        
         | roywiggins wrote:
         | I love Halo because it doesn't trigger any motion sickness for
         | me at all. No head bob.
         | 
         | 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.
        
         | nottorp wrote:
         | > head bob mixed with weapon sway
         | 
         | 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.
        
           | foxyv wrote:
           | Yeah, frame drops hurt my brain a little. What's funny is
           | that I'm totally fine in VR after using it for a few months
           | for flight sims. Although, after the initial novelty wears
           | off I just prefer head tracking and a flat screen now.
        
             | nottorp wrote:
             | Hmm I haven't tried any flight sims. I guess those would be
             | much easier on the brain because they don't really simulate
             | your head moving but an enclosure you're sitting in moving.
             | 
             | I also hear VR is great for Euro Truck Simulator. Which
             | simulates the same thing, vehicle driving.
             | 
             | Maybe I'll even try one day, but the only PC option left on
             | the market requires a Facebook (or Meta, I don't care how
             | they call it so don't correct me) account doesn't it?
        
               | foxyv wrote:
               | When you first use VR for flight sims it is WILD. When
               | you roll the plane you actually feel it in your
               | vestibular system. Eventually you learn that it's not
               | real and you don't get that vertigo feeling anymore but
               | until then it's exhausting.
               | 
               | You only need Facebook for Oculus products. The rest
               | mostly use SteamVR. I originally used an HP Reverb G2 but
               | it was discontinued and now I'm looking into a PiMax
               | Crystal. I hear the Valve Index is also pretty good. But
               | VR is just so dang expensive.
        
               | nottorp wrote:
               | Oh right. Valve Index. I forgot there are some non
               | Occulus products still in the market.
               | 
               | But I also remembered why i stopped looking. Everyone
               | thinks you want those motion controllers and want to
               | clear a space in front of the pc/tv to dance around.
               | 
               | I just want to sit in my chair and command my
               | spaceship/giant mech/truck. I don't want the fancy
               | controllers and I especially don't want to rearrange my
               | house around a VR headset.
               | 
               | And yes, they're -ing expensive. And they probably
               | require an even more expensive video card (i have a 4060
               | now and i'm not willing to pay more than that for pretty
               | poligons).
               | 
               | Add to that my motion sickness that means short sessions.
               | 
               | Maybe in 5 years...
        
         | Espressosaurus wrote:
         | The head bob ruined the modern Tomb Raider games for me. I had
         | to return them after less than 30 minutes played because I was
         | getting ready to vomit.
         | 
         | That you can't turn it off makes it completely unaccessible to
         | me. And the camera's bobbing around like a drunkard.
        
       | rs_rs_rs_rs_rs wrote:
       | I can't play any first person shooters because of motion
       | sickness, it's quite annoying. Anyone else in this situation that
       | managed to figure out something?
        
         | Finster wrote:
         | Depends on the game, but usually turning up the FOV to much
         | higher than most defaults will help a lot. But screen size,
         | etc. will have an impact as well.
        
         | JamesSwift wrote:
         | Exposure therapy helps for me. If I dont play video games for a
         | long period of time I'm always a lot more nauseous coming back.
         | But easing into it over time helps.
        
           | jalict wrote:
           | Been gaming since forever and in the last 5 years I started
           | getting nausated 70% of games I have played (also old once
           | that were fine) and generally this is also what is working
           | for me -- just a little bit here and there it gets a lot
           | better.
           | 
           | I understand the article talks against this, but I am
           | grateful that I am able to do this, but I wouldn't recommend
           | it for everyone.
        
         | bluefirebrand wrote:
         | Turning off motion blur and other high end graphic effects can
         | really help, especially if they are hurting your framerate
         | 
         | I find if I'm getting a consistent framerate then the effects
         | don't bother me as much, but motion blur plus a sudden
         | framerate drop is guaranteed to make me nauseous
         | 
         | My wife on the other hand cannot handle motion blur effects at
         | all, and any time we play a game together I turn it off
         | immediately
        
         | legitster wrote:
         | I find that a smaller monitor, further away, and on lower
         | graphics settings helps.
         | 
         | If you limit your brain's exposure to visual information, it's
         | less likely to get confused.
        
         | shrikant wrote:
         | FWIW, I've tried everything suggested in the replies to you so
         | far, and nothing's worked. I've just given up trying to play
         | any first-person POV games, sadly.
        
       | gorpnuts wrote:
       | 55 years old and I've never played a first person shooter because
       | of I get extreme nausea after about a minute.
        
       | donatj wrote:
       | Probably a decade ago at this point, a friend got the first
       | publicly available Oculus Rift development kit. We all wanted to
       | try it, so a bunch of us gathered in his attic to give it a go.
       | We were playing this tech demo where you would swing around on
       | ropes to get between flying islands.
       | 
       | 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.
        
         | tomashubelbauer wrote:
         | If you have an iPhone, check out vehicle motion cues in the
         | accessibility settings. It helped me be able to use my phone as
         | a passenger in a car.
        
           | nottorp wrote:
           | Whoa! Where's that! Why do they have to advertise the latest
           | Product Green or whatever skin and countless emoji and not
           | useful features like this one!
        
             | wlesieutre wrote:
             | https://www.youtube.com/watch?v=Ga22EthUCjA
             | 
             | You can add it to control center, either as its own toggle
             | or via accessibility shortcuts menu
        
               | nottorp wrote:
               | Found it and set it to "automatic" for now.
               | 
               | It wasn't there last time i went into accessibility to
               | enable reduce motion. That one not because it gave me
               | motion sickness but because the background parallax
               | scrolling is pointless and annoying.
        
               | wlesieutre wrote:
               | It's new in iOS 18, sometime last fall
        
         | imzadi wrote:
         | I had some motion sickness when I first started VR. I made a
         | little thing that I found on reddit that helped. It's just a
         | vibration disk hooked to a battery and attached to a headband.
         | You position it behind your ear on the mastoid bone. I don't
         | know why it works, but it does. I eventually got my VR legs and
         | can play for hours without motion sickness, most of the time.
         | Some games still eff me up, though; like The Break In, which I
         | love, but can only play for an hour before I get sick.
        
         | fatnoah wrote:
         | > 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.
         | 
         | I find this fascinating. Reading in cars, riding in boats in
         | heavy waves, and anything like that does not give me motion
         | sickness. I made it through 45 years of life without even
         | knowing what that was. However, ten minutes of Minecraft in VR
         | was enough to make me sick to my stomach.
         | 
         | (It was also amazing, BTW)
        
           | seabass-labrax wrote:
           | I believe (as a layman) that motion sickness in vehicles is
           | caused by a mismatch between what the vestibular system
           | perceives and what the eyes do. However, headset-based VR
           | systems have an additional issue called vergence-
           | accommodation conflict, which is where the focus of each
           | individual eye isn't at the same distance as the stereoscopic
           | vision of both eyes together.
           | 
           | My prediction is that one day (in twenty years, perhaps)
           | we'll have miniature holograms for displays and thus get a
           | proper match between accommodation and vergence!
           | 
           | https://en.wikipedia.org/wiki/Vergence-
           | accommodation_conflic...
        
         | GuB-42 wrote:
         | In VR, some games make me sick, though most of them don't.
         | 
         | One of the worst was a roller-coaster simulator. What really
         | did it, I think was the lack of g-forces. If you have ever
         | ridden a roller coaster, you are probably familiar with the
         | crushing feeling after the drop as you go back up again, I was,
         | and braced myself for it. Except... nothing happened, of
         | course, but it felt really weird. Even weirder when looking to
         | the side, the acceleration is all wrong! I lasted about two
         | minutes before getting sick.
         | 
         | I took some time to recover then tried again. Now, I did much
         | better. I wouldn't say it was comfortable, but it wasn't to the
         | point of wanting to stop immediately. But also, the immersion
         | was broken, I went from "I am in a roller coaster" to "I am
         | watching a 3D movie", which made for a pretty boring
         | experience. To be honest, I enjoyed the first two minutes where
         | I had to call stop more than the half hour or so that followed.
         | 
         | I am sure the same thing happen with the rope swings. Like a
         | roller coaster, rope swings alternate between weightlessness
         | and high g-forces, which VR obviously cannot transcribe. But if
         | for some reason, your brain didn't expect these sensations,
         | then no problem.
         | 
         | That's the reason I think motion sickness is a real problem for
         | VR, even if you can deal with it. Because the way you deal with
         | it is essentially by breaking immersion, but immersion is the
         | whole point of VR. It also applies to non-VR immersive games to
         | a lesser extent.
         | 
         | So, yes, I think it is something we should take very seriously,
         | first by fixing the "bugs": low framerates, unnatural camera
         | movements, etc..., by adjusting gameplay to avoid unnecessary
         | motion sickness, and finally by providing accessibility
         | features.
         | 
         | It is a bit of a controversial take, as it may seem "woke" or
         | something, as if caring about motion sickness will make the
         | experience worse for those who aren't motion sick. But it is
         | actually the opposite! Fighting against motion sickness breaks
         | immersion, even at a subconscious level. The general idea is
         | that motion sickness appears when the sensory experience is
         | inconsistent, try to make the sensory experience as consistent
         | as possible, both against motion sickness and for better
         | immersion.
        
         | mystified5016 wrote:
         | With a lazy eye, the brain tends to just outright ignore the
         | conflicting signals and you end up only seeing out of one eye.
         | 
         | My guess is that the IPD was the primary problem for everyone
         | else. That's real easy to get wrong and it can cause massive
         | eye strain as your brain tries to force your eyes to focus on
         | an image that is geometrically impossible to focus. In your
         | case, you probably ended up just using one eye and your brain
         | filled in the missing data. That way you sidestep the focusing
         | problem.
        
           | sumtechguy wrote:
           | I too have lazy eye. I get wicked motion sickness from most
           | FPS games. So I would not equate too much to that hypothesis.
        
             | BobaFloutist wrote:
             | They were talking specifically about the VR mechanics
             | though, not gaming in general.
        
       | Triphibian wrote:
       | I have found that third-person games that involve a lot of
       | looking up and down -- largely anything with crafting/building or
       | picking up loot -- really hurts me. On the other hand Death
       | Stranding worked great -- largely because you don't have to angle
       | the camera up and down to pick stuff up off the ground. I play a
       | lot of first-person shooters and those usually don't give me any
       | trouble.
        
         | roywiggins wrote:
         | There's a moment in Firewatch (first person) where the
         | character ducks under a tree or a fence or something and that's
         | the moment I turned it off, because the camera lurches
         | downward. Incredibly unpleasant.
         | 
         | Also unplayable was Superliminal though that's not a huge
         | surprise, considering the mechanic of the game. Outer Wilds was
         | also a real tricky one.
        
           | Cthulhu_ wrote:
           | That sounds like a repeated animation when you exit the tower
           | and duck under the platform (I played it recently); a main
           | issue I have with that game is that at that point it takes
           | over your control without any real reason other than adding
           | in a custom flavour animation / transition of sorts. But
           | first person games should avoid that imo, motion sickness
           | aside.
           | 
           | Outer Wilds I can definitely imagine, its warped perspective
           | / scale / up/down/gravity will mess with your brain.
        
             | Triphibian wrote:
             | There's an animation in Sea of Thieves when you're digging
             | for treasure that kills me. It is this huge up and down
             | swing of the camera.
        
             | roywiggins wrote:
             | Yeah for Outer Wilds I don't know if there's anything to be
             | done- it's just what the game is. Firewatch on the other
             | hand could just... not do that, and it would be the same
             | game.
        
         | conductr wrote:
         | > I play a lot of first-person shooters and those usually don't
         | give me any trouble.
         | 
         | Could also be the "problem", your eye muscles are weak in the
         | up/down direction. You can do exercises to build it up
        
       | kmfrk wrote:
       | When we transitioned from 4:3 monitors to 16:9/16:10, a lot of
       | people were nauseated by the incorrect application of widescreen,
       | which IIRC ended up displacing the player relative to the camera.
       | 
       | 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...
        
         | joshuaheard wrote:
         | I was fine until I got a super-wide curved screen. Then I
         | started to get motion sickness after playing a computer game
         | for a while. I think the article makes a valid point about
         | developers treating motion sickness like an accessibility
         | feature allowing for changes. For me, narrowing the FOV helped.
        
       | mbStavola wrote:
       | When I was a teenager, I really wanted to play Halo with my dad.
       | I thought he would love it but he refused to even look at it,
       | claiming that it would make him nauseous. I just didn't get it,
       | we played Mortal Kombat and Resident Evil with no issue, why was
       | this any different? I told him it was in his head or that these
       | newer games would cause less nausea since they looked and
       | performed better. I couldn't convince him and I went back to
       | playing hours and hours of Halo, Call of Duty, and whatever other
       | crap was on my 360.
       | 
       | 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
        
         | opan wrote:
         | >[4]: I will probably never beat HL2 again
         | 
         | Only a handful of games I've played make me motion sick, but
         | Half-Life 2 is _really_ bad. I don 't think I ever felt sick
         | playing CS:GO, though, so it must be something specific to HL2
         | and not the whole Source engine.
         | 
         | Most recent game to make me sick was Metroid Prime, played in
         | the PrimeHack Dolphin fork. I actually got full-on vertigo for
         | possibly the first time in my life. When I went to bed that
         | night the whole room was spinning when I got into bed. I don't
         | drink alcohol, but stories of being way too drunk are what came
         | to mind from that. Such a foreign feeling.
         | 
         | I bravely tried to play Metroid Prime again a day or two later.
         | Increased the FoV as high as I could without causing glitches
         | (there's a warning about the highest safe value), also tweaked
         | horizontal camera speed, as I had felt like it wasn't turning
         | fast enough and that maybe that was part of it. I think it was
         | okay after that, but I'm still a bit scared of the game and
         | haven't played it much.
         | 
         | The worst part of the motion sickness for me is that I seem to
         | have to sleep it off, it doesn't go away on its own the same
         | day, so as soon as it hits me, my day is genuinely ruined.
        
           | SketchySeaBeast wrote:
           | Half-Life 2's hovercraft area was AWFUL, even on a 4:3 CRT.
        
         | Aardwolf wrote:
         | High FOV settings really help against nausea for me.
         | 
         | On PC, games may be more tweakable than you think and have FOV
         | settings hidden away somewhere anyway. E.g. Fallout 4 has it in
         | an ini file, some games have console commands for it, etc...
        
       | ziml77 wrote:
       | Narrow FoV ruins me. Even after all these years, Far Cry 2 on PC
       | was one of the worst video game experiences ever for me because
       | it had FoV tuned for couch gaming. IIRC I was able to somewhat
       | fix it with a console command to adjust the FoV, but actions like
       | sprinting which forced the FoV to something even narrower than
       | default would undo that.
       | 
       | 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.
        
         | jezzamon wrote:
         | Interesting, I thought having a too large FOV would result in
         | motion sickness. Which is why when running you might reduce it,
         | to compensate for the faster movement. I guess to clarify,
         | you're mostly talking about PC gaming where you're sitting
         | close to the screen, or is this something you also experience
         | with console games?
         | 
         | 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
        
           | wlesieutre wrote:
           | Games often widen the FoV when sprinting (or boosting or
           | whatever verb applies) because the stuff at the edge of your
           | screen really zooms by and makes it look like you're going
           | faster.
           | 
           | What probably happened in Far Cry was they had some stupid
           | narrow FoV like 65 degrees and bump it up wider when
           | sprinting, then when you stop sprinting it goes back to 65
           | which overrides the wider angle that parent commenter had
           | set.
        
           | recursivecaveat wrote:
           | I'm the same way: low FoV gives me terrible headaches, like
           | I'm walking around with binoculars strapped to my face. I can
           | go up to 180deg very comfortably in minecraft on the other
           | hand. I think the main reason is that the lower the FoV, the
           | faster the image moves when you rotate. If you imagine a
           | comically small 10deg for illustration, you will go through 9
           | full screen wipes if you turn 90deg, but if you have 180deg
           | of FoV it is only a single 1/2 wipe.
           | 
           | Higher FoV just inherently feels less disorientating to me as
           | well, being able to see all your surroundings makes the
           | virtual space feel more cohesive and real, instead of a
           | series of disconnected whirling imagery.
        
         | quag wrote:
         | Motion sickness in Far Cry is why I stopped playing first
         | person or any 3D games. It has taken about 20 years before I
         | seriously tried again and figured out that with higher frame
         | rates and wide enough FoV I could actually play them again.
        
       | legitster wrote:
       | I don't normally get motion sick in games, but I actually have
       | the worst time with 2D card games the most. And these games are
       | the ones developers will bother least with any comfort settings!
       | 
       | 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.
        
         | Triphibian wrote:
         | I turned off a ton of the effects in Balatro. That helped. Some
         | games don't give you half the options you should. I guess this
         | push towards accessibility across the board would help here.
        
       | RankingMember wrote:
       | This topic always makes me think of Wolfenstein (2009)'s
       | abhorrent head-bob, which is almost guaranteed to induce nausea.
       | There's a way to turn it off, but it's clunky (and causes you to
       | be unable to run).
        
       | cratermoon wrote:
       | The first thing I do is turn off head bob, motion blur, screen
       | shake, and anything else that induces animations of what should
       | be static background elements.
        
       | cherryteastain wrote:
       | Talos Principle was especially bad in terms of inducing motion
       | sickness! I normally do not get motion sickness, but even with
       | the motion sickness reduction settings turned on, I could not
       | play it for more than 15-20 mins at a time.
        
       | adamrezich wrote:
       | A couple years back I was playing Sea of Thieves with some old
       | friends, and one of them noticed he was experiencing motion
       | sickness with a video game for the first time. Obviously the part
       | where you spend most of the game on a ship had something to do
       | with it, but when I suggested he increase the FoV, he said it
       | only helped a little. After trying other things, eventually we
       | discovered the turning vsync on helped immensely. I'd never heard
       | of that being a contributing factor before--I always turn it on
       | for first-person games because I find tearing to be distracting,
       | rather than sickness-inducing--but nonetheless, that was the
       | solution that allowed him to play with us.
        
       | leros wrote:
       | I quit playing most first person video games due to motion
       | sickness. The first game I remember being unplayable was Half
       | Life 2 and that was even after changing things like FOV.
        
       | rob74 wrote:
       | Interesting that this is always a big topic when discussing VR,
       | but never really mentioned in connection to "traditional" games.
       | I guess more people get motion sickness from VR, but
       | unfortunately the article doesn't contain numbers on either...
        
         | conductr wrote:
         | I don't know if it's motion sickness for me but I just don't
         | like having a bright screen right in my eye. Bad memories of
         | burnt feeling retinas from CRT monitors back in the day.
        
       | dni0 wrote:
       | Does anyone else have a backwards brain when it comes to
       | traditional games vs VR?
       | 
       | 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.
        
         | extraduder_ire wrote:
         | I think VR sickness is very different to motion sickness in
         | traditional games. I've gotten VR sickness a few times. (first
         | time on a DK2 in HL episode 2 during the car toss sequence
         | because the FoV changes)
         | 
         | Watching a streamer play Hyperbolica gave me motion sickness,
         | but playing the same game myself in VR gave me no issues at
         | all.
        
       | bradbeattie wrote:
       | I run into this with melee attacks in a lot of first person games
       | (Cyberpunk, Deep Rock Galactic). Often the camera is pinned to
       | the character's head, the head which is animated during a melee
       | attack. Both games above actually have screen shake accessibility
       | sliders which critically do nothing to prevent this source of
       | motion sickness.
       | 
       | 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.
        
       | rfreiberger wrote:
       | I'm older now but been playing games since I was younger. In the
       | years of playing games, I can't place why certain games gave me
       | motion sickness while others didn't. One of the worst games I
       | played was Silent Hill on the PS, the fog or something in the
       | game was so bad, I couldn't get past the intro level. Another
       | game was Half-Life 2 and the boat levels, again, it felt like the
       | rest of the game but that level was awful.
       | 
       | 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.
        
       | neilv wrote:
       | IIRC, Far Cry 6 had a surprising fleet of accessibility settings,
       | including for motion sickness.
        
       | recursive wrote:
       | I've never felt sick from anything on a traditional screen. In
       | VR, any movement that doesn't match my personal movement makes me
       | feel sick instantly. None of the mitigations help at all.
       | 
       | 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.
        
       | o11c wrote:
       | There's only one game that has ever given me nausea - the video
       | game of Star Wars Episode 1 The Phantom Menace (1999). [Not to be
       | confused with Starfighter (2001), which was also based on Episode
       | 1 and I think more popular?]
       | 
       | 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]
        
       | Agentlien wrote:
       | Microsoft has amazing resources[0] for gaming accessibility and
       | also provide services for auditing accessibility during
       | development. While I haven't been directly involved in a project
       | using them I did take part of their report for one of the games
       | developed at my previous job (Thunderful) and was really
       | impressed by how thorough it was.
       | 
       | 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.
       | 
       | [0] https://learn.microsoft.com/en-us/gaming/accessibility
        
         | elwillbo wrote:
         | A friend, whom works in accessibility, has also spoken highly
         | of there efforts. Strange they don't have motion sickness
         | included.
        
       | ge96 wrote:
       | I remember trying Fo4 VR and there was an option like "turn off
       | tunnel shadow" something to reduce motion sickness, oh man that
       | was an instant regret immediately felt sick when moving
        
       | bentt wrote:
       | This is an important topic and I don't think this article is
       | really getting into all the important things that have been
       | learned about it over the past few years, primarily by VR
       | developers.
       | 
       | 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.
        
         | gamedever wrote:
         | I think there's a middle ground
         | 
         | 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.
        
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