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VR Is So Fun It's Sickening!

Mon, 09 Dec 2024, by Syrsly


I read this article by Jamie Feltham where the premise is not VR devs shouldn't become too comfort complacent but that the industry as a whole shouldn't be this way. The devs aren't the focus of his article at all. Instead, Jamie proposes that the storefronts and reviewers should be picking up the tab, and I honestly agree with him a bit on this subject. We should curate more. We should guide new users more. However, I would like to focus on what the VR industry already does and what can be done and why not to do it. At the end of this article, I'll give two ways I personally can help with the issue.

Jamie claims "we aren't doing enough to prevent newcomers from jumping head-first into comfort-intense experiences", but what he really means is we aren't keeping players from doing something stupid and getting sick from it. Many new VR users are coming in after the years of teleport-only movement being the norm, and they're seeing all these much more intense experiences hit the market and those of us who already have our VR legs are giving the impression that it's easy to stomach.

VR devs are doing more than ever before to prevent or avoid motion sickness as much as possible in most games, and I don't even think getting a little sick should scare anyone away in the first place. I got sick all the time for years because of VR, but did I run away and cry? No! You know why? Because VR is awesome.

I will make my argument about why motion sickness shouldn't be considered in a lot of situations later. For now, we should look at what comfort settings are universally accepted in all genres of VR games as standard practices.

Common Comfort Settings

There are a few comfort features which appear in most VR games nowadays and are considered standard. This wasn't always the case. In the 2016-2017 era of HTC Vive, there was a lot of experimentation to figure out what works and what doesn't work for roomscale VR. A lot of the games back then were teleport-only, and a spare few games tried smooth locomotion and got tons of people complaining of motion sickness. This led to experimenting with ideas to mitigate the sickness while not resorting to static rooms and teleport mechanics. Some things worked quite well at mitigating the sickness of smooth movement. Other things made things worse ironically.

What made things worse included things like teleport movement effects, physics-based movement that felt janky, and camera views where the player was turned into the camera with no frame around the FOV area and the head movement moving the camera 1-to-1. Anytime movement feels like its on your physical self but you're not in charge of it, there's potential for motion sickness.

Some things which work to mitigate sickness and have become standard practice include but are not limited to limiting FOV artificially during movement, making all movement so fast it feels like changing channels on a television, limiting movement to real world movement, making the player move to move, and using clever environmental cues to cause artificial movement.

Limiting FOV

The most common way to limit FOV other than hardware limitations is to have a vignette, which is kind of an overlay on your actual FOV to cover up or darken your peripheral vision. This reduces the brain's alarm bells because it makes the eye see less movement overall. This is similar to the effect of watching something on a screen.

Speaking of screens, an advanced way to limit FOV and allow for some rather interesting cutscenes is to place said cutscenes into a screen. Many games do this via monitor screens. Others just teleport the player into a black void and place a floating box in front of the player in world space, allowing the player to treat these scenes as something external they're just casually observing. As long as the screen doesn't take up a ton of their view, it can easily mitigate sickness issues.

Snap turning

Most games allow you to enable a snap turn option that allows you to rotate your camera via the right controller's joystick or whatever else assuming there's keymapping involved. Smooth turning can cause motion sickness very easily, so most games default to snap turn or no turning at all.

Teleport-only Movement

In the early days of HTC Vive (2016-2017), pretty much everything was teleport-only or roomscale. The biggest invention out this time in my opinion was the teleport turn. More on that in the Not So Standard section later in the article. However, there are a lot of ways which teleport-only movement can be achieved and kept interesting. One method seen in Budget Cuts is the teleport gun that fires an orb that creates a portal on impact with anything and you can look through the portal to see what's there and to orient yourself before scaling the portal up to take over the entire space like you zipped yourself up in a cocoon. Another way to do this is to have a throwable that creates the portal instead of just a gun that fires it. You could also have the teleport trigger based on a magic spell to make it feel grounded in a fantasy tale. Teleport settings usually allow players to make teleport instant if they want but default to a movement effect where it zips you across from one point to another, but Budget Cuts typically allows the player to bypass that setting entirely by having the space change based on the player's scaling of the orb, making it a very natural-feeling effect.

Move to move

Roomscale VR movement is basically the idea that the virtual world doesn't move and matches the real world space 1-to-1. This means the player is not artificially moving and instead traverses the virtual space by moving around the real room. This is a very satisfying way to experience VR, but it also is very limiting depending on the player's available space, which was not only limited by the player's real space but also artificially limited by base station technology. Base stations have improved, and standalone inside-out camera-based systems have basically made artificial space limitations a thing of the past, but many people still use the old tech right now.

One game that did an amazing job of utilizing limited space to make the player feel like they're infinitely moving around in roomscale was Spellbound Spire, and there were a lot of other roomscale-focus infinity room games out there. These kinds of games have become quite normalized as mixed reality has become popular and players have been given a less restrictive space to play in. Spellbound Spire is only available on Steam and has about a hour of content, but it's free and very much worth trying out.

Eye Of The Temple is one good example of environmental cues causing the player to feel a need to do unusual physical activities like moving backward in real physical space to move forward in the virtual space. This real world movement reduces the potential of motion sickness because it makes the player feel like they're really moving. I really like the setting of this game, and it's perfect for anyone who wants a roomscale Indiana Jones style, Tomb Raider like adventure that's low intensity and fairly unique. Word of caution: tall people will have problems with the ducking sections of the game. Eye Of The Temple is available on Steam and Meta store, though I recommend the Steam version if you have a large dedicated VR space, because it simply looks prettier.



Environmental cues

Using virtual objects to provide a reason for movement to feel artificial can soften the blow of motion sickness because it starts to feel like a ride. Some good examples are sliding down shoots, riding a mine cart, or using a vehicle like a car. The added bonus is the vehicles can obscure vision, effectively reducing FOV in a natural way but also allowing the player to do a common real world activity to make the movement happen, like turning a car wheel or even just holding a handle to start a ride. Every thing you do to help the player feel involved in the movement that's happening will help the player avoid motion sickness.

Not So Standard Comfort Features

Some not so standard comfort features which work incredibly well for mitigating sickness include limiting FOV more the faster the player moves and turning the space using the teleport mechanic.

Limit FOV More Based On Movement Speed

I mentioned vignette as an option earlier. Well, you can take that a step further and have it change its size based on how fast the player is moving. This can be seen in action in Arcade Paradise VR, though I was unable to even disable the effect there, so maybe keep in mind this should always be optional.

Teleport Turn

This is a way to adjust the orientation of the roomscale boundary to the virtual space to allow the world to turn instantly in a way that allows you to have plenty of space to play games in a particular direction. This teleport-to-turn  mechanic is surprisingly uncommon nowadays even in teleport-only titles, and I'm guessing that's because newer game frameworks just don't implement the feature and are more complex to modify than the older frameworks like VRTK.

Focusing Too Much On Accessibility

Now, let's take a look at a problem comfort settings present by looking at an example game that was created by a AAA studio and has a cult following. The game I'll use as my example is the one and only Half-Life: Alyx. This game sold for $60 and acted as a bonus for Valve Index hardware sales. Despite the status of this game, it lacked what I would call "extreme motion", and I'd argue the reasoning for lacking this motion was to make the game more accessible to people who get motion sick. This is a problem, because the game doesn't live up to its potential simply because it focuses too much on its accessibility. That does not mean the game isn't good! It has a lot going for it. However, there's a lot that could have been but was scrapped in favor of making the game more comfortable. In contrast, the Half-Life 2 VR mod was able to give us janky but fun swimming and drivable vehicles, because it didn't focus as much on accessibility. You see, we don't get both comfort and thrills. We can't. One takes priority over the other. Don't let accessibility ruin the fun and purpose of your game.

Something I Can Do, Personally

I run the Roomscale VR Steam curator group, so I will add a Low Motion list for people who get sick easily. I'll update this article with a link when it's set up. UPDATE: Here's the link!

Because the Steam curator system is incredibly limited in scope and doesn't allow tagging your recommendations or even give enough room to say everything you want to say in a nice way, I should start cataloguing all VR games on my website! This will be a huge undertaking, but I think I can manage it and get the system done in a few months. Just give me time to work out the system for it. I'm going to add a reviews section to my site for this and allow blog posts to be labeled as reviews and then link the reviews to games in my system and then have filters, categorizations and a search tool. This will allow for more than just Steam games, too. One of the tags will be "No Artificial Motion" for example. We'll also categorize games by feature sets like snap turn and vignette. We'll allow you to search by platform in case you only want to see PCVR for example. Of course, this is going to be a hobby project, and if you want to help populate the system, I may be willing to expand the team and make a website out of this. For now, however, it'll just tie into my blog and help drive traffic to my YouTube videos.

Of course, the ultimate solution is for the major players in the industry who control the biggest storefronts to come together to offer a better universal storefront that better guides new users. I want to see more features for curators and an ability to see Meta exclusives on the same store as Steam exclusives. I know this is a big ask, but a man can dream.

I hope this article has helped guide you as a developer or at least helped you appreciate the work involved in making such options available to the player. None of this is a simple on/off switch in most game frameworks unfortunately, but we'll get there some day. The industry as a whole is already doing a lot, and I hate to imply otherwise. I just think more collaboration between the big industry players would help a ton with curation issues.