I want to start a topic of interest to VR developers, researchers and people that review headsets.
I want to discuss the implications of VR Sickness for the next generation of headsets, obviously including the Pimax which is breaking new grounds. In a morning of research which anybody here can do it looks like gen 2 of VR has some new hurdles facing it. For gen 2, most wanted increased resolution, better FOV and a somewhat less understood increase in Hz because, well, “others do it” so it must be important.
Gen 2 VR and Virtual Reality Sickness are important areas to combat.
Display Resolution
The screen door effect is the bane of many. It breaks immersion when you can see a static grid in your view. Surprisingly I have read a few articles this morning where a particular study was focused on anchoring the user within VR and (to my dismay) when there is a SDE it gives us a visual anchor, a static reference to help balance ourselves within a virtual setting. If you remove the SDE then people suffer increased nausea because you have removed the anchor.
Research “VR Nose” as an example of trying to combat this VR Sickness trigger. Another test showed that when a CG grid was overlayed on the entire VR experience then people felt less sick. Not something I wanted to hear! Could seeing any SDE actually be a reducer of VR Sickness?
Solutions: As resolution increases we will rely on software to evolve and provide more visual markers in VR. This is something that all headsets benefit from, not just high resolution ones but I think will be even more important for high res VR. Visual markers could be anything like the VR Nose mentioned above, cockpits or even extreme examples where a non moving virtual environment can be seen through the game content. Like a window to another non-moving level within the level that you are inside. RoadToVR showed an article on this study that I will try find.
I think reviewers of this headset should consider testing games that have some kind of thought to this. It is a new metric that although the SDE is now less visible (or gone) then how do games that have some kind of static UI element fair against games that do not have anything to help orient the user in the virtual environment at this SDE-less resolution?
FOV
It is believed by the US Army that FOV should remain under 140 degrees when building virtual simulators. When we can see beyond this, the peripheral plays a larger part in induced VR sickness which they discovered with their trainee pilots. Some games that aim for comfort also add a fake FOV mask that fades in a black tunnel when you teleport. How different will the increased FOV feel compared to a Rift or Vive when playing games we know about. Obviously standing still will look amazing, very immersive but when moving around, will the increased FOV actually make an experience more uncomfortable? How do we get the best of both worlds? Again I think software will need to evolve to manage this where increased FOV is concerned. Locomotion effects will have to take this into account even more on super high FOV headsets?
Hz / resolution
This is the elephant in the room, almost every single publication points to Hz (or frame time) as the biggest inducer of Virtual Reality Sickness. The faster the display the longer it takes for fatigue or other symptoms to occur. But it is not only Hz, poor animation in software that does not feel natural can be a trigger and also tracking resolution is a sickness trigger too. Faster displays are only part of the answer. Re projection and software techniques (ATW, Brainwarp? etc) are equally as important as just brute forcing an increase in panel speed. Tracking resolution needs to be as fine as possible. With Lighthouse 2 support this is one area that the Pimax can discount but Brainwarp could be hugely important to its success.
Distance to Lens
This is one aspect of VR not much talked about. When we put on a headset, our eyes are focused on an object right in front of our face, this is unusual and our eyes are not naturally at rest, we are holding a squint, our eyes are turned in slightly. The further away the lens the less we squint so less eye-strain which can lead to headaches, nausea etc. The only thing here is ergonomics, the ability to push the lenses away from our eyes, not closer. This also reduces FOV so is undesirable. If you suffer more headaches than you do nausea, it could be this. Slim padding on the display could give you greater FOV but at the expense of discomfort on prolonged usage too.
Female
This was a surprise to read. Some studies show that women are more prone to VR sickness than men by a ratio of 1:4, this is quite worrying. VR needs to be adopted by all to be an effective medium and is even more important that research on the above areas are taken seriously. The reason why woman are more affected could be menstrual related. Are there any female VR users here that can shed more light on this?
I would like others to chime in here, talk about their understanding or knowledge. It might also help reviewers look at the Pimax 8K differently and not just another HMD to compare against the Rift/Vive but consider that breaking new grounds could bring new unforeseen challenges, challenges that need to be solved if we want gen 2, 3, 4 and keep on advancing.
Cheers.
Edit: some sources on FOV…
140 fov (end of page 13 continues to page 14)
VR Nose:
2. How to Reduce VR Sickness? Just Add a Virtual Nose | WIRED
Dynamic FOV reduction
3. Combating VR Sickness through Subtle Dynamic Field-Of-View Modification - YouTube