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If the focus distance and convergence distance being mismatched would cause nausea, how comes 3D movies have no such issues (at least for the vas majority of viewers - I haven't head anyone complaining)?

And if the distance disparity would indicate hallucination and trigger vomiting as a defence mechanism agains shrooms, how comes existing FPS games have no such issues?

Some people claimed to have problems playing Mirrors Edge back in 2009, but it seemed like it was mostly the hype and the attention-craving. I myself never felt any issues, and neither did anyone I've talked to.



Anecdotally: I get very nauseous watching or playing FPS's.

Watching a friend play _DOOM_ in 1996, playing _Halo_ in the 2010s, playing _Fallout 4_ (on a 65" screen about 2 m distant) today: all these scenarios have induced nausea in me.

On more than one occasion, an hour of play has put me in and out sleep for 12 hours.


Me too. I get (relatively) easily motion sick - in fact, I can't play Halo full-screen (but have rounded Halo 1 some dozen times on legendary in co-op split screen). And I have no problems playing "Elite: Dangerous" on the Oculus DK2.

On the same headset, the "Villa on a hill" demo scene is problematic, though, because of some issues with geometry inside the house (warping angles), and more generally, "walking" around while sitting down.

I think it'll be interesting to see how motion sickness from VR compares to seasickness -- I've talked to many people that have been sailors -- and started out with lots of problems, but eventually "got over it". And I've also heard stories of people that never got over it.

I don't think everyone will enjoy the same VR games and experiences, but I don't see how that's any different from other games and software. There are some FPS games I simply can't enjoy -- but those games still sell well. So I don't see why VR can't be a great success for a market that doesn't include everyone.

As a counter-point, I know people that can't focus on text on screens that have a resolution below the "retina"-screens, and there are of course a number of people with various sight-related issues (See eg: Moore's "Color Forth" system, and why he made it the way he did).

Perhaps VR will create a new, substantial section of the populace that will need to be classified as "limited function" due to not being able to use VR. No-one is claiming we should retire 2d screens because they are of no use to blind people. That's not to say there won't be controversy, but seeing that many people already enjoy VR, should be enough to point out that it's likely some form of VR will remain useful in the future, especially now that it is arguably rather affordable?


3D movies do cause problems in many people, which is why there is a market for these: http://www.amazon.com/Hank-Greens-2D-Glasses-Turns-movies/dp...


I like how the price is $40 when it's just a regular disposable 3d glasses with the same filter on both sides.


People experience dizziness, headaches and nausea in the 3d movies.

> how comes existing FPS games have no such issues?

People can get very seasick. FPS gamers are self selected group. People who feel nausea stop playing. I often get fever like nausea if I play too long. Not too bad though.


I imagine that's because for people like me who get both nausea and headaches in 3D movies, most will just not go to 3D showings.


3D movies are so far away from reality, we still experience them as a moving pictures in relief. They don't have correct scale, depth, field of view, or even correct head position. We have these in VR which triggers the brain much more powerfully.




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