[HN Gopher] DIY Cybersickness Remedies
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DIY Cybersickness Remedies
Author : pseudolus
Score : 25 points
Date : 2025-05-24 13:08 UTC (9 hours ago)
(HTM) web link (spectrum.ieee.org)
(TXT) w3m dump (spectrum.ieee.org)
| pavel_lishin wrote:
| Really thought this was going to be about Johnny Mnemonic.
| neilv wrote:
| 1. Why would anyone want to give themselves motion sickness for a
| VR game?
|
| 2. Maybe people who are prone to motion sickness, or who have
| vestibular damage, would benefit from some of these tricks, even
| though VR game isn't their idea of fun.
|
| 3. Will people who condition themselves too well to tolerate VR
| entertainment also break their vestibular system, such as making
| themselves less likely to be able to recover from a sudden
| imbalance, or not automatically protect against a fall?
| paulryanrogers wrote:
| > Why would anyone want to give themselves motion sickness for
| a VR game?
|
| VR is fun despite some discomfort, much like other experiences
| like roller coasters. I'd volunteer to participate in such a
| study because I'd like to do more VR than my body can naturally
| tolerate.
|
| > Will people who condition themselves too well to tolerate VR
| entertainment also break their vestibular system
|
| Definitely worth studying! From the few I've heard adapt, no,
| it doesn't make them significantly more likely to have balance
| problems.
| kelseyfrog wrote:
| > Why would anyone want to give themselves motion sickness for
| a VR game?
|
| Cybersickness endurance games. The person who can make themself
| the most cybersick wins. Ranked competitive matches with loot
| box mechanics. People will do pretty much anything when
| competition is involved.
| dinfinity wrote:
| > 1. Why would anyone want to give themselves motion sickness
| for a VR game?
|
| VR can be amazing. There is nothing on this planet that can
| provide the same experiences it can. That _includes_ real life.
|
| Something like experiencing floating through space, gazing at
| an alien sunset and feeling like your body is _actually there*
| without having to deal with pesky things like inventing FTL,
| radiation shielding, and artificial gravity and whatnot is
| pretty cool.
|
| *_ It's amazing how easily our senses are fooled, even with
| imperfect hardware.
| monster_truck wrote:
| I'm still waiting for HMDs where I can't see the pixels. I
| have something like 20/12.5 vision (and can also count pixels
| on a 27" 1080p monitor from normal sitting position)
| esseph wrote:
| Give it a bit, it won't last long
| reaperducer wrote:
| _There is nothing on this planet that can provide the same
| experiences it can. That includes real life._
|
| There are plenty of places on this planet where you can rent
| a real sports car and race around a real track against real
| people for real.
|
| Until your VR headset emits the smell of burning fuel,
| rumbles your body so hard that you feel it for hours
| afterward, deafens you with engine and tire noise, throws so
| much mud on the screen that your pit crew uses tear-off
| sheets of plastic to clear it because wipers are useless, and
| provides a non-zero chance of actually being hurt or dying,
| your video game is just game.
|
| IRL > VR
| ThrowawayR2 wrote:
| People got motion sickness from non-VR FPS games decades ago.
| Those who overcame it didn't "break their vestibular system" so
| it seems unlikely it's going to start now.
| duskwuff wrote:
| > Will people who condition themselves too well to tolerate VR
| entertainment also break their vestibular system, such as
| making themselves less likely to be able to recover from a
| sudden imbalance, or not automatically protect against a fall?
|
| The sense I get from the article is that "VR balance" isn't
| essentially different from or opposed to ordinary balance; it's
| just a greater test of one's balance than one ordinarily
| encounters in daily life. People who have trained their balance
| - like figure skaters - find VR less of a challenge; performing
| exercises which improve one's balance - like the "flamingo
| stance" described in the article - makes VR experiences easier.
| paulryanrogers wrote:
| Not surprising ice skaters could adapt best. Skating is a surreal
| feeling of gliding without as much leg movement as a runner
| covering the same distance.
|
| Snowboarding was very unnatural to me too, yet I persisted and
| adapted. Now it feels like second nature. It also involves a lot
| of balance in positions very distinct from the usual human
| movement. Sadly, it hasn't helped much with VR sickness in my
| case though.
| mattlondon wrote:
| Honest question: is anyone using any kind of VR these days apart
| from a few people using it instead of monitors (which presumably
| don't suffer from motion sickness as the monitors won't move,
| right?).
|
| Surely no one is using them for games any more? Surely the
| headsets are all gathering dust up in the attic next to the
| gramaphone?
| jermaustin1 wrote:
| I use VR for games, monitors, and movies. They are great for
| immersion. I can wear a headset for a few hours without
| noticing any fatigue.
| i_am_jl wrote:
| VR motorsport is _fantastic_. With a good wheel, pedals, and a
| rig to mount them on the immersion is intense, and the depth
| perception adds so much to the experience.
|
| It's not perfect. The FOV on lower-end/older headsets leave a
| lot to be desired, you can't use button boxes/controls since
| you can't see your hands, and doing any sort of long race gets
| exhausting.
| tlarkworthy wrote:
| Used mine today for a workout. Super low friction compared to
| going to a gym.
| daveguy wrote:
| How does that work? I generally consider working out to be
| the complete opposite of VR. Was it a VR tennis-cardio type
| thing?
| graypegg wrote:
| I mess around in VRchat every once in a while (maybe once-twice
| a month?) because it still is really fun with friends that
| don't live close by... but that really is about it. I
| personally can only get about 30-45 minutes in VR before I get
| a headache. (Even with breaks)
| ranger207 wrote:
| Unfortunately almost all VR games in my experience feel more
| like tech demos than full games. Even Half Life Alyx felt like
| a demo mechanically to me, but I had a good amount of VR
| experience before I played it. The only couple of VR-native
| games I've played that feel like full games are VTOL VR, a
| flight sim designed from the ground up for VR including buttons
| to press and switches to flip, and Pavlov, a shooter.
| Otherwise, many of the best games are VR-additional that can be
| played flat as well, like Elite: Dangerous, DCS, or the racing
| games.
| ranger207 wrote:
| My experience with VR motion sickness was that it mostly went
| away after a couple dozen hours. Occasionally it'll come back for
| me when I try a new experience, but it's usually gone after
| another hour or so. Not an insignificant amount of time of
| course, but if you're designing an experience for existing VR
| users, I think you can safely assume most of your users have
| their VR legs at this point
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