Virtual reality sickness is a real issue in the industry. Very few mediums cause the user to feel either general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, or disorientation. There are ways to circumvent this – one being the removal of the ‘meathook effect’ alongside not making janky software – but overall it’s an issue which hasn’t been contacted.

Though apparently, there are ways to circumvent this issue by addressing its two vital components – latency and stability. Hillcrest Labs has analysed the technology and gives their thoughts on the issue:

“Simulator sickness arises when users experience feelings that are not in sync with how they expect to feel – based on how they are moving and what they are seeing on their VR headset.

“If the latency of the system is too high when a user is playing a navigation game on a VR headset, and the user moves but the image they see on the screen does not move instantly, they will experience simulator sickness. The end-to-end target latency of the system from the user’s motion to when the user sees the corresponding action on the screen is typically around 20 msec.

“The visual output of a VR headset must also be incredibly stable. Once a user has stopped moving, the image on the screen must also instantaneously stop moving, without delay or lag. In addition, the image cannot jitter or wobble during motion because this can disorient the user. Any of these issues risk causing the user to experience simulator sickness.”

The team then went on to suggest the FSM300 to alleviate the issue.

Ultimately these are some fascinating thoughts on how to resolve the issue, and it is great to see a hardware expert to look into the issue. The next step is for the software to follow.

Tom Ffiske