VR isn’t for everyone. Financially, the entry point is relatively high; then there’s the potential nausea that comes with it. Plus, all that space required should you have one of those fancier rigs.
The worst part is that if you stop playing for a while, you’ll have to re-discover your “VR legs,” which means another round of nausea, a problem I complained about with Resident Evil 4 VR mode. For some, the nausea never goes away, keeping them from an otherwise innovative platform.
This is a problem NeuroSync is attempting to overcome with the C-Infinity, which advertises itself as a no-nausea device for VR games. According to NeuroSync co-founder Dr. Slobodan Paessler, “playing action games in VR does not have to cause nausea and that true feeling of locomotion in VR is possible in a safe and practical way.”
The project managed to reach its Kickstarter goals in three hours, and while it’s not commercially available yet, the site does have a form to let you know when it’s ready for pre-order. Skeptical? Well, there’s good reason to be. The device has a tall mountain of problems to climb in front of it, and it might need to be a pioneer if it wishes to justify its enormous price tag.
The problem of VR nausea isn’t a simple one, nor does it stem from a single source. One of the biggest issues is motion sickness. VR has your brain telling you that your body is moving, yet your physical body is still. That causes a mismatch of information and the consequence is that queasiness we call motion sickness. You can experience it in a car sometimes.
Naturally, games with a lot of movement will trigger this a lot more. Some titles have tried to minimize how hard the motion sickness hits by “snap rotation,” which ensures you aren’t moving too fast in the virtual world, or by reducing depth of field.
You should be aware that this is far from an open-and-shut case, with one research paper pointing out that “forty factors shown or believed to influence the occurrence or simulator
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