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Motion sickness accessibility in video games
Motion sickness is an issue that affects up to one third of people. Is there a way we can strive to make gaming more accessible to people who suffer from the more severe forms of motion sickness?
Common triggers can be specific field of view ranges (FOVs), screen shake or movement bobbing effects, motion blur, or large-scale repeated textures. While simple options such as an FOV slider, FPS targets, and ability to turn off movement bobbing are a massive first step towards tackling this issue, others such as multiple locomotion systems in a VR game might be much more involved to actually implement. It’s not reasonable to provide motion sickness accommodations in a competitive VR “getting shot out of a cannon simulator” because any solution to it inherently removes the main aspect of the game.
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