Simulation sickness, also commonly referred to as motion sickness or VR sickness is a term that describes a kind nausea, dizziness, or fatigue some users experience in VR. This is a result of a user’s visual experience differing from what their body and vestibular system is actually experiencing.

Here are some different approaches for minimizing the effects of simulation sickness

Contents:

Limited Field of View

Fixed Environmental Elements

Both Methods Together

Limited Field of View

By covering a user’s peripherals and limiting their field of view, the movements a user experiences becomes less stimulating.

Here are some examples of different ways to apply this method:

Flashlight tunnel vision

A Chair in a Room by Ryan Bousfield

Having dark environments that are only visible in the light of a flashlight, limits the visibility of peripheral motions without peripheral details being completely invisible.

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Speed lines tunnel vision

Using comic style speed lines to limit the user's field of view.

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Fixed Environmental Elements

By having a series of fixed elements in the user’s environment, the movements aside from these static elements become less stimulating. These fixed elements will help the user feel more grounded and static.

Here are some examples of different ways to apply this method:

Car cockpit

recorded by Brothgar of Assetto Corsa

Placing the user's perspective within the cockpit of the car allowing for the interiors to be the user's fixed environment.

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Both Methods Together

Some experiences utilize both methods together to drastically eliminate any risks of simulation sickness.

Here are some examples:

Tunnel vision + fixed horizon wireframe

Google Earth VR features a tunnel vision methods that reveals a static horizon wireframe around the user.

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