Well, in that case you've got to make adjustments to your setup (wrong IPD maybe?), or you could just be unlucky and get sick far too easily.
Consumer VR of course involves a disconnect between what you feel and what you see, and that makes people sick when it gets bad enough, but most people can enjoy at least some VR experiences.
By my account, I've managed to spend days of real time within Subnautica exclusively in VR.
If you get sick, what I'd recommend is something like Beat Saber, where you're never moved without physically moving in reality. If that doesn't work something is definitely wrong. The next easiest experience is cockpit simulations. I'd say Subnautica comes somewhere after that, being in the intermediate range.
The worst I've personally tried is Half Life 2 in VR (as in, HL2 just rendering to VR without further changes), and that is indeed not a nice experience because the FPS mechanics just don't work in VR. The acceleration, the need to constantly rotate your view without moving in reality, the need to make very quick and frequent changes in direction are all very hard to tolerate.
> I get the physical games like table tenis and beat saber, but how is this not a fad?
Who cares? What matters if it's fun or not. I enjoy the exercise, I don't do it to fit in. And it's surprisingly good exercise. I lift weights, and Racket NX still is capable of making my arms sore. Then I suppose I have a rather violent play style.
I wish there was some database where users can report comfort level of each game. Oculus rate comfort levels but I find many games rated "comfortable" still make me sick.
Also I love VR and have no major issues with games like Beat Saber, Thrill of Fight, The Climb, Eleven, The Plank Experience, etc.
Whenever there is something that might cause nausea like falling, I just close my eyes.
One small tip I'd offer is... try chewing gum next time you're in VR.
I have almost 3,000 hours clocked in VR according to Steam and there are still a few games that can make me nauseous (mostly those with poor locomotion and/or bad frame drops). Weirdly enough, chewing gum seems to help a ton; in some games, I feel like I'm less nauseous next time I play, too. Not sure how scientific this is, but friends say the trick generally works for them too.
Perhaps could be phrased as “more easily than other users”? Dropping in as a quest 2 user to add anecdata of not feeling sick in most games or for extended periods of time. I’m not used to moving around smoothly using controllers though, flying a racing drone is kind of similar in being vaguely disturbing to begin with.
Quest 2 sales over the last few weeks would hint this might not be a fad, though.
Sales… to know if it is a fad or not — we don’t know, at least not yet. Actual numbers of people that use it more than once and put it in a closet? Let’s see.
Steam stats are based on active users iirc - at the moment about 1.93% of all Steam users use VR Headsets, and Half Life Alyx recorded 42k concurrent users. This is keeping in mind Q2 (the current sales winner) is a standalone headset by default. You could argue most of those concurrent users used the headset once and put it away, but that line is getting harder to argue as time goes on and the numbers keep increasing.
If this was 2016-2019 I'd agree it was very touch and go in terms of where it was going. But the investment and interest building around VR now has that here-to-stay feel to it - at least on my sometimes accurate vibe-ometer.
Well, I apologize if it came off as rude, wasn't the intention.
I was just trying to say that different people have different amounts of tolerance for VR, and it could just be that your isn't that high for whatever reason. Nothing wrong with that, but that it doesn't work for you specifically doesn't really mean much for VR as a technology.
There are pills you can take against motion sickness, it is a known problem that some people get motion sick easier and throw up from situations normal people handle just fine.
I disagree with your categorization that 20-80% of users who experience motion sickness are not normal. In fact, it would appear that people that actually like VR are in the abnormal category.
Now we gotta take anti nausea drugs just to play games? Is that reasonable? I don’t think so.
20%-80%? I wasn't aware the proportion was so high. Of the 12-or-so folks I've put in VR over the past few years for more than 1 hour, only one reported experiencing motion sickness, and that was after about 15 minutes. It's certainly a thing that exists. I'm more on the "iron stomach" end of the spectrum, but I hear that ginger candy can help, and as another commenter suggested, chewing gum. Some folks have reported that having a fan blowing air at them can help as well. Those sorts of measures might not be very attractive if a person hates VR anyway, but if they really enjoy it and want to work around the motion sickness, it might be worth it.
For what it's worth, I don't think this is unique to VR...I used to be a big FPS player back in the day (Quake 1-3 mostly), and I had a friend that got motion sick playing Quake 3, so he couldn't play in our matches. It's certainly the case that I've heard more reports of motion sickness in VR, though.
I like VR and get nausea easily in it. I won’t take any drugs just to play a video game though. I just stick with less than 30 minutes session and Beat Saber, Thrill of Fight, Eleven - type of games.
Consumer VR of course involves a disconnect between what you feel and what you see, and that makes people sick when it gets bad enough, but most people can enjoy at least some VR experiences.
By my account, I've managed to spend days of real time within Subnautica exclusively in VR.
If you get sick, what I'd recommend is something like Beat Saber, where you're never moved without physically moving in reality. If that doesn't work something is definitely wrong. The next easiest experience is cockpit simulations. I'd say Subnautica comes somewhere after that, being in the intermediate range.
The worst I've personally tried is Half Life 2 in VR (as in, HL2 just rendering to VR without further changes), and that is indeed not a nice experience because the FPS mechanics just don't work in VR. The acceleration, the need to constantly rotate your view without moving in reality, the need to make very quick and frequent changes in direction are all very hard to tolerate.
> I get the physical games like table tenis and beat saber, but how is this not a fad?
Who cares? What matters if it's fun or not. I enjoy the exercise, I don't do it to fit in. And it's surprisingly good exercise. I lift weights, and Racket NX still is capable of making my arms sore. Then I suppose I have a rather violent play style.