XR Today’s Guide to Stopping VR Motion Sickness

Learn the many ways to stop VR motion sickness

7
How to Stop VR Motion Sickness
Mixed RealityInsights

Published: July 3, 2023

Rebekah Carter

Rebekah Carter

VR motion sickness is probably one of the most unappealing parts of virtual reality.

Unfortunately, even if you’re not actively “in motion” when using a VR headset, it’s easy for motion sickness in VR to harm your immersive experience.

Motion sickness occurs when a user’s senses fall out of sync. Augmented, virtual, and mixed reality (AR/VR/MR) applications can cause nausea due to the separation between in-experience movements and real-world positioning. This can lead to issues with both VR games and VR workplaces.

Extended reality (XR) motion sickness is a type of cybersickness caused by issues with the inner ear, when the body experiences certain movements or motions. Many people experience a combination of nausea, sweating, headaches, and dizziness.

While VR motion sickness is quite commonplace, there are steps both manufacturers and users can take to improve their virtual experiences. In fact, many VR innovators are investing in more comfortable, ergonomic, and intuitive tools to reduce discomfort.

What is Motion Sickness in VR?

So, what is VR motion sickness?

Simply put, it’s a form of “cybersickness”, caused by the immersive simulations we experience in virtual reality. VR solutions essentially provide users with out-of-body digital environments to explore. While these environments are excellent for training, gaming, and collaboration, they can cause symptoms of motion sickness.

Common symptoms of VR motion sickness include:

  • Fatigue
  • Dizziness
  • Headaches
  • Cold sweats
  • Queasiness
  • Vomiting and nausea

VR causes motion sickness in the same way a moving vehicle does. When you enter a VR world, your eyes register the movements simulated around you. This could include everything from moving landscapes, to metaverse avatars walking around.

However, despite all the movement happening in your virtual reality space, your muscles and joints still sense you’re sitting or standing still. This disconnect between what your brain sees, and your actions, causes confusion and disorientation.

The more immersive the VR experience, the more nauseous you’re likely to feel.

Does VR Motion Sickness Go Away?

VR motion sickness may be an unpleasant experience, but it’s very common. Depending on the type of immersive content, up to 95% of users experience some form of “cybersickness”.

Many only experience slight discomfort, and the issues usually stop when they exit the virtual world. However, some people do experience symptoms for a much longer period. Additionally, VR motion sickness is often more common among new users, without prior VR experience.

In many cases the human body can learn to adapt to the VR environment. Eventually, users embracing VR for work, training and play can build up a tolerance. The more time you spend in VR, the more your brain will learn to process signals more effectively.

However, the speed people assimilate to VR can vary. Some people take much longer than others to feel comfortable in VR environments. Others find they always feel uncomfortable in immersive environments, or are unable to handle certain simulations.

Overcoming VR motion sickness requires a collaborative effort from both users and vendors. While manufacturers need to create more comfortable tools, with higher-quality visuals, users need to ensure they’re using their headsets and software responsibly.

How to Stop VR Motion Sickness

Learning how to prevent VR motion sickness can be difficult. There’s no one-size-fits-all method guaranteed to work for everyone. Some people are naturally more susceptible to this issue than others. In fact, studies suggest women and children are more susceptible to motion sickness than men.

There are various strategies that can help to reduce instances of motion sickness, however. Here are some of the steps you can take to improve your VR experience.

Step 1: Start Slowly

VR represents a brand-new experience for the human mind and body.

For beginners, it’s often a good idea to avoid jumping in too quickly. Don’t start with highly complex applications and environments if you’re new to virtual reality. Take it slow with simple experiences to help you acclimatize to your new environment.

It’s also worth starting slow, with relatively short virtual reality sessions. Studies suggest longer exposure to virtual reality increases the risk of motion sickness. Starting your journey with shorter sessions can help you avoid discomfort, and gradually build tolerance.

Make sure you assess your overall health and situation before diving into a VR session too. If you already feel unwell, it’s best to stay out of VR until you feel better. If you notice a VR experience makes you feel sick quickly, limit your sessions to just a few minutes at a time.

Step 2: Calibrate the Headset to Avoid VR Motion Sickness

Poorly set up and configured XR wearables are a common suspect for motion sickness. XR headsets and smart glasses contain accessibility options to ensure an immersive experience operates uninterrupted and without sickness breaks.

Meta Platforms ensures that each of its officially distributed Quest experiences passes a series of virtual reality checks (VRC). Meta VRCs monitor numerous aspects that reduce motion sickness.

VRCs minimize sickness by constantly reviewing head-tracked graphics, refresh rates, positioning, locomotion and more. Remember to take care of your device too. Clean the lenses regularly to ensure viewpoints are clear and unobstructed.

In an exclusive round table discussing hand and eye-tracking, Johan Hellqvist, the Head of XR Segment at Tobii, said,

“Frame rates of 90Hz are becoming the gold standard for VR headsets, which help to reduce motion sickness and headaches that can occur at lower frame rates. However, frame rates are not just about what a headset can support, but maintaining a stable frame rate for a given application is fundamental to an immersive experience — eye tracking is needed for this”

Step 3: Adjust the Device for Eyewear

User accessibility in all its forms is a problem within XR devices. With advancements in hand, eye tracking, and lighter devices, an increasing range of individuals can access XR hardware despite movement or coordination disorders.

Thanks to general accessibility advancements, many XR devices come with accessories that accommodate a user’s eyewear. Poorly adjusted XR hardware for low-sighted individuals can cause motion sickness, much like a 3D movie.

Thankfully, most major XR device manufacturers pack their devices with eyewear accessories. For example, Nreal’s portfolio of products comes with prescription lens frames that users can adjust to best match their eyesight.

Meta also packs a glasses spacer for its headsets that accommodate eyewear with a width of 142mm or less and a height of 50 mm or less.

Step 4: Take Breaks for Breathing

Just as it’s important to take it slow when entering VR for the first time, it’s crucial to pace your sessions realistically. Most XR devices have a recommended playtime. Suggestions say a user can spend between 15 minutes to 3 hours in XR, depending on the device, although this massively depends on the user’s preference.

While a user may not get sick from 3 hours of XR, a device’s weight or heat may cause discomfort. Luckily manufacturers are releasing more and more devices with reduced weight, a core selling point.

Firms like Meta are designing their devices with perfect balance. The Menlo Park-based firm designed the Quest Pro with a curved battery pack for better balance.

XR devices may get hot based on factors like the application running or environmental conditions. Consumer-grade hardware may get hot when worn outside for extended periods, requiring a break.

Remember to get plenty of fresh air, particularly when you’re using VR for long periods indoors. Fresh air can do the body good, and give you a chance to recalibrate your senses.

Step 5: Ensure a Seamless Wireless Connection

A poor Wi-Fi connection can significantly affect the immersive user experience from gaming to remote guidance. Poor connectivity can make an XR application stutter, freeze, and run at reduced frame rates, causing motion sickness.

Devices like the Meta Quest can operate PCVR applications wirelessly on a local connection. Although, a poor local internet connection can also induce motion sickness.

Users can connect their PC to a router via an ethernet cable or modify their device’s bit rate to ensure seamless wireless local streaming.

Enterprise and industrial-grade devices experiment with streaming tech like 5G to ensure a consistent wireless connection. Immersive hardware providers like HTCLenovo, and Qualcomm offer 5G-ready hardware which does not interrupt workplace operations.

Step 6: Consider Motion Sickness Remedies

If all else fails, seeking support from your doctor can be useful for tackling motion sickness. Antihistamines with anticholinergic properties can reduce symptoms like nausea and vomiting. Benadryl and Dramamine are common choices for many sufferers.

Dramamine is usually available over the counter, and can reduce many of the symptoms associated with VR motion sickness. Although it is important to seek guidance from a doctor before taking any medications, these solutions can be very useful for those investing in VR for work.

There are also more natural solutions which can help with nausea. Ginger can combat motion sickness and nausea, and may even help more than medications in some cases.

Overcoming VR Motion Sickness

VR motion sickness is an unfortunate side effect for many people experiencing immersive technologies. It can affect anywhere up to 70% of first-time users within just 15 minutes of their experience. However, there are ways to address the problem.

Even if the solutions mentioned above don’t work for you, there’s a good chance VR solutions will become more user-friendly and comfortable in the years ahead. VR manufacturers are already working hard to produce solutions that minimize the effects of VR sickness for the next generation of immersive work, play, and training.

 

5GImmersive ExperienceMeta QuestVR Headsets

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