FOV and VR sickness

I know it sounds stupid, but I was wondering if the widened FOV has any impact on VR sickness? I just have this feeling that it will increase tolerance…
Are any of our testers susceptible to VR sickness normally and can speak on this?

The testers mentioned that especially at 170 (large) FoV, but also slightly at 150 and 130, they did have a bit of new VR sickness, but very quickly adapted to it. Probably just takes a few hours or days to get used to the new sets once you get them.

Thanks, I missed that.

No mate. Only Sebastian and voodoo said that cause of the DISTORTION around the edges, not cause of the wider FOV. With the minimal distortion with 150 FOV, they didn’t feel sick or nauseous

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It was mentioned in a couple of livestreams too, but they said it was so fast to get their new “VR legs” with the new headsets that it was barely worth mentioning, a very quick adaptation period.

150 was normal for Sebastian he said, so distortion on the large FOV mode was causing his issues

Correct? @mixedrealityTV

Logically one would expect more nausea because there is far more visual stimulus to suggest movement. I hope I won’t suffer too much.

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Some studies have shown that wide FOV reduces nausea.

That’s very interesting. Do they suggest why?

[QUOTE]The main factor contributing to nausea while wearing VR helmets seems to be related to a limited field of vision (FOV). Humans are generally used to having an FOV of more than 180 degrees, which gets severely limited to around 100 degrees when using VR. Combined with occasional frame rate decreases, lens quality and so on, that can easily lead to nausea.

…Now Microsoft has an easy solution for the field of view problem, by using a number of inexpensive LEDs inside of a VR headset. They demoed this approach using an Oculus Rift and a Samsung Galaxy Gear VR. The concept is easy to understand: provide some form of limited wide field of vision by employing the LEDs as pixels.[/QUOTE]

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Ok thanks for the reference NW.

As someone who used to do neuroscience research I find this interesting, but I see it’s quite vague “microsoft researchers” and so can’t really pay it much attention as it’s likely commercially driven and not published papers in the journals I’m used to :slight_smile: Nevertheless it’s quite interesting and I’d be delighted if it was true! The reviewers have reported a little more nausea I think but that could just be getting used to the new FOV. I’ll be in heaven if the large FOV allows me to play Project Cars. Seriously I tried that game for 5mins then spent the whole afternoon in bed thinking I was going to die… !

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@sk1 Get yourself some candied ginger! I was playing Project Cars 2 last weekend and it messed up my head and I had to quit VR for a while (20 minutes?), but my days of lying in bed wishing I would just die went away when I found out about ginger.
Actually, I might have been ok, but I was playing Overload the day before and I found out that there are limits to what ginger can do for you! Yeesh! But still nothing like a real case of VR sickness!

Also, do you know about changing the settings for VR? To get rid of all the artificial “head shaking” from the camera…

It feels as if the FOV would have a big impact. I can’t wait to find out! You can bet that I will be posting about it, if it helps!

Ah… interesting.

No - tell me more…

Google “Project Cars VR sickness”; it’s really common, lol! This is one result and it has a link to the manual that supposedly has more detail. Most of them all say the same thing: 0 out all camera “shake” options and lock the Horizon. Although this user seems to like it not locked.

Candied Ginger: 2 or 3 pieces will set you for around 4 hours. And it tastes really good! I eat it as candy even when I’m not VR’ing.

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