all right I'll get started people that come in a little bit late they just miss me rambling at the start so hello thanks for coming to designing to memorize similar Asian sickness in VR and my name is Ben I work I'm a researcher at Claire research just a little bit more about myself I'm a games user researcher I have a PhD in psychology I used to be a university lecturer and I also used to inflict driving simulators on people for about eight years or so doing research if you want to talk to me you can contact me at their email address Twitter or this is about games right so please feel free to add play games with me I've had more conversations with people in steam chat than over to it or anything like that I work for player research we're a video game user research and play testing company so we work for developers all over the world to make sure that the experience that delivering with their game is their intended experience we do play testing expert analysis engagement Diaries lots of services like that so what I'm going to talk about today is just very briefly go over what I'm gonna be talking about simulation sickness I'll briefly aim to go over what that is why you should care about it why does it occur and then try and spend at least the more useful amount of time on how developers can reduce it the introductory stuff is necessary because one way developers can reduce simulation sickness is to understand what it is and why it happens and to care about it so what is simulation sickness simulation sickness is often called motion sickness but it's not quite the same thing it's somewhat semantics about why it's not quite the same thing in motion sickness you are moving and there's some kind of mismatch in simulation sickness you're not moving but you're perceiving you are moving and that's a mismatch is it slightly different but it's basically a group of symptoms experienced by some people when interacting with virtual environments and that's it it doesn't have to be in VR it can be with any virtual environments my career working with striving simulators none of them were our simulators they were all even some of them were just a steering wheel in front of a table and people would still get simulation sick in these environments but VR is a particular challenge so what are the symptoms just to quickly go through these balances do issues or postural instability that's basically falling over people can start to sweat they can feel disorientated lost lose track of where they are or what they're doing they can feel vertigo this is especially the case of your simulating some kind of environment that's high up in the air and they're likely to get vertigo in real life then they may get vertigo in a simulation but it can also occur due to incorrectly placed cameras or just something in particular being wrong about the simulation you get loss of color to the skin this is often something you can see is early warning sign if people are not telling you they're feeling ill you can see them start to turn white it's usually a bad sign nausea they start to feel ill and of course you can also get ice strain and headaches Australian headaches I've put in brackets here because this often comes along with simulation sickness but it might actually be something separate it might be just simulation sicknesses experience when using simulators which means you're staring at a screen for a long amount of time that may give you headaches and eye strain and may not actually be related to the other symptoms here but it's often mentioned and the most famous is vomiting now vomiting is the most famous of course because it's so dramatic but I've never seen anyone throw up in a simulator and often in the literature when this is being talked about that's incorrectly interpreted as as simulation sickness not being as bad as motion sickness because people often throw up with motion sickness but one of the special things about simulation sickness is you can say I want this to stop and get away from it very quickly so most people will back out before the stage is reached but some people won't so just as a kind of brief idea can you please put your hands up if you've ever been simulation sick ever ever fell ill okay quite a few people how about is anyone who often gets simulation sick who who feels a lot okay not so many and that's kind of what respect if we talk about who is vulnerable to simulation sickness it's very highly experienced dependent so it depends on the hardware that's being used and the software and what is being simulated however if we're talking about particularly sensitive individuals the literature tends to point towards about five to ten percent of the population being particularly vulnerable to simulation sickness but that doesn't mean that higher numbers can't if you design a game incorrectly there's also some limited things that that there's less you can do about but a worth mentioning for interests sake there's some limited evidence that that woman may be more susceptible to simulation sickness than men however this could be just an experience difference in how experienced they are with virtual environments or not there's some suggestions that certain Asian populations might be more sensitive again that could be an experience thing and one thing that's a little bit more certain is the age effect at least with young children young children are very very resistant to simulation sickness and why that is I'll kind of mention a little bit later it's also sometimes talked about with simulation sickness that it's known that older people are also anecdotally known to get sick easier and again this is could be just an experience thing they don't have as much experience with simulations and with virtual environments as younger people do with motion sickness older people are actually more resistant because they've had more experience over their life dealing with different forms of motion now simulation sickness is also interesting in that the chance of you getting simulations that increases if the activity is familiar so if you're a a fighter pilot and you get in a fighter pilot simulator you're actually more likely to get sicker than a novice in that situation or a more common situation in VR is simulating walking around we're all their experience with walking around therefore if something's off we might get sick the good news somewhat is that it decreases with exposure so people can actually get over simulation sickness if they take the time to do it but will they take the time to do it if it's a really unpleasant experience and there may be a certain population that can't as I've mentioned it's not just the VR issue virtual environments in general can cause this especially if they're in third person but not necessarily it can also be caused by user interface the Apple parallax scrolling example some people have to turn this off on their phones it just makes them ill at GDC this year John Hobson the user research lead user researcher at Bungie was talking about the fact that if you play destiny this kind of a counter Scroll in the UI as you move around and in early versions of that UI it was making people sick because of this perceived motion effect on the screen a more recent example of this would be using Witcher senses in The Witcher 3 if you've played this game when you use The Witcher senses the edge of the screen distorts out it blurs and it kind of creates this floaty experience and you often have to move around with this to follow tracks and stuff like that and this makes people some people feel motion sick there's mods you can find online to remove this called no more motion sickness what they're referring to a simulation sickness but it doesn't really matter the fact is they're feeling ill and they're actually doing something about it so why should you care well hopefully if you're here you already care but sometimes when I talk to developers there can be a very masochistic or macho attitude about hey I can play this my buddies can play this I don't care if nobody else can play it or they get sick or I'll put a warning sign on so just very quickly I want you to think about how often you do something that actively makes you sick and I'm not talking about going out and drinking a lot and then throwing up the next day because the drinking a lot is actually pleasant the throwing up the next day happens later how much do you actually do something that when you in the moment of using it you get sick and you go yeah I want to do that again and how often do you spend a lot of money in order to be actively sick early RER technology is going to be very expensive especially with the hardware requirements that are going to be required and this is going to be a big problem if the software that's being made for it puts people off this won't happen and this is the big part of how often do you recommend feeling sick to friends and family people talk about VR as being a conversion technology which is to say if you try it and have a good experience you will be evangelizing it to everybody you meet about how amazing it is because VR is really incredible when you have this feeling of presence and emotion however if you have a really negative experience the first thing you might tell everybody who asks you about it is oh it made me really feel ill and I never want to try it again and this can also apply outside of VR in terms of the communities of people that do gets simulations sick from saying playing a first-person shooter they tend to gather together online so if they find a first-person shooter that takes a fix like letting them change the field of vision turning off motion blur and things like this they'll tell all their other friends who they know suffer from motion sickness hey you should play this game this game does something about simulation sickness if I'm particularly susceptible to it so why does it occur there's many theories if you want to know more about these and some others you can talk to me later I'll go over them very quickly the first one that's very popular is cue conflict theory and this is the one you hear talked about where people say you're getting one sensory input from your vision and then you're getting different sensory inputs from other receptors of movement around your body and that causes a conflict which makes you fall over and throw up the next theory is a little bit less fluffy so it doesn't rely on cognitive expectations which are a hard thing to measure what this theory says is constantly you're using your vision and other senses to make kind of small postural changes to your body so you don't fall over now when those are out of match the small kind of micro changes you're making as you're trying to stand or sit and balance and throw thrown off they become increasingly thrown off over time and this causes balance problems and can lead to the other symptoms the final theory is aimed at the spewing aspect and this is poison theory and it says that feeling unbalanced or having conflicting senses is only usually experienced when you're poisoned therefore your body thinks you're poisoned therefore it makes you feel sick and throw up now there's problems with all of these theories for example people you can encounter situations where you get one input and another input and it doesn't make you feel ill many psychoactive drug have this effect and it's fun and people seek it out postural instability not everyone feels unbalanced before they get simulation sick but they do have something in common in that they do tend to focus on this this balance aspect and so if we talk about balance one of the important things through kind of know about balance is often when you hear people talking about it they'll talk about the inner ear they'll talk about the vestibular system but in humans L dominant sense for balance is vision other senses our importance of a stimulus system our prior reception from our muscles that's also really important especially as we get older but the first sense that develops in us for importance in terms of balance is our vision and we very strongly rely on this now some people can be skipped the cool when I say this so I want to play a video and maybe watching an old video with a nice British person will make it more believable they get sound in most adults even when doing a difficult task the sway is small and balance is easily maintained but a visual information is important then it should be possible to upset a subjects balance in an experimental room by moving the room gently forwards or backwards infants learning to stand are less stable than the adult and far more easily put off balance the infant in this experiment has only been walking for a month when we move the room backwards the child falls and again in 92 trials of this type seven infants balance was clearly disturbed in the predicted direction in 82 percent of the trials it seems then that for the infant learning to maintain balance visual information is far more potent than mechanical information but the adult however is less sensitive to conflict between visual and mechanical information and movements of the room do not has with the infant knock him over but let us give him an unfamiliar balancing task such as standing on a narrower beam with his eyes closed he depends solely on mechanical stimuli quickly becomes unstable and falls off all with his eyes open if the room is moved even slightly he will lose his balance just as the infant did though what we can see there is the importance of vision coming through and in the children they're mostly just relying on their vision as they're developing the other senses they don't have the experience with them so it's very easy to disrupt but it's also quite possibly why young children don't get simulation sick because they just believe vision that's the only sense they've got and the adults we've got multiple senses and they can come into conflict more often but we're still very strongly relying on our vision is a very strong cue for us so we should understand how vision works now with vision the important thing here is the idea of cones and rods and peripheral vision very briefly you have receptors in your eyes cones are more structured in the center and that for focus and for sharp color perception rods for movement perception and they don't do color quite so well and they spread out more to the edges what this means is near the edges of your vision out here you're much more sensitive to motion and this makes sense because well make sense you could see how this would evolve because it's very important that you pay attention to movement out here right if something's sneaking up on you and you get just this a little catch of movement in the periphery you need to turn and orientate to it and take action so if you look at the information that's actually coming down the optic nerve to the brain it's not the world that we see around us normally because it's being made up by your brain the actual information that's coming in is a very small area of folk that then fades out and around the edges even starts to lose its its color now this is just me in Photoshop kind of simulating what it looks like but this is the what is actually coming down your optic nerve your brain fills in the rest to make the world look not like this now of course you've got two eyes so that means you have two vision cones coming out and they overlap and this overlap is also important for how vision works because it's how we do depth perception it's how we focus on things at different distances and know how far away they are from us also the important thing here is to know about optic flow which is what happens when you do perceive movement near the edge of your periphery it's how we judge how fast something is moving both ourselves and other objects in the world is by looking at kind of how much flow how much movement occurs around the edges of our vision is a very primary way the judge motion and what this can lead to is something called vixen now eviction is a sense of an illusionary movement so it's a sense of moving when you're not moving now you yourself can have vixen or objects in the world can have vixen so visual illusions that you look at a piece of paper and it looks like it's swirling and moving that that's a vixen illusion it looks like it's moving even though it's not probably the most famous example of an eviction effect in yourself outside of VR is being in a train and having another train pull away or come to rest next to you and it will feel like you're moving even though it's the other train that's moving another example would be if you're in a in a car wash and the brushes go past you they often makes it feel like you're moving forward even though it's just the brushes that are moving and again it's because there's all this stimulus in the periphery of the vision now this one those visual illusions neat because you can actually train change the motion of the Train by flicking your eyes across it to the right and it will move to the right flick your eyes across it to the left and it will move to the left I don't know if it works up on the big screen does it work yep okay and that's cool you see this one online and people say you can change its direction with your mind but actually it's just based on what direction your eyes move across the scene changes its movement and that's how powerful vision is in terms of movement so why is it so bad in VR well there's multiple reasons but the screens are close to the eyes is one big thing because the screen is so close to the eyes that means and has a wide field of view that means you can have more motion in the periphery it means you can have greater feelings eviction and immersion now this is a positive thing and a negative thing right we want these experiences to be immersive but because they are immersive that means your brain treats them as more real which means there's more possibilities for conflict with your other senses that can lead to you feeling uncomfortable another thing that's been pointed out is potentially causing simulation sicknesses I accommodation which is to say as I mentioned you have overlapping cones of vision and usually what your eyes do is they focus and then move in certain ways as you move your head in the distance however if you're focusing on a screen that's right in front of your face then there I move Minh tis different from how it is in reality that is sent and registered by the body that the eye movement is slightly off and you have to do something out official and that may make this worse the other really big thing with VR that is less of a problem nowadays but throughout my career working with driving simulators if you mentioned VR headsets the people in the simulation industry they would tend to laugh at you and say don't be silly and that was because of latency which is the the time between when you move your head and the screen updates this is absolutely killer if it's not good and then there could be a couple of extra factors this wait the hits hits are getting lighter but having something not heavy on your head for a long amount of time especially if it starts getting hot could make these spectres a little bit worse if you feel nauseous already because of other things than having a heavy thing or a weighty thing on your head could also help speed that along and and have it go off the deep end alright so before I get into what can be done about all this stuff I just want to show one example of a VR game and this VI game is is four phone devices and it advertises itself as test your vestibular system there's a bit of Sounders so this game is called air race VR you can download it yourself just watching this on the screen could make some people ill even without having it on their face and there's multiple reasons for it it's got some latency and how it's updating its spinning all over the place and so let's look at some of these and it's important I'm not saying that you can't make experiences like this if you want to I mean games is about artistic expression it's about making it a whole wide variety of experiences so make this if you want but if you want be out to be a well accepted broad technology maybe if everybody's making games like this it could be bad and if that's everyone's first experience so how could we reduce it well this first couple of things are kind of basic you should design for your platform so you should design for the system which is to say don't just take games that work on PC on console or whatever and just port them over to a VI hit it and go okay yet done that should be obvious but I'm just gonna say it just in case you have to know what the system is you have to research it and spend some time knowing what its advantages in terms of what gives you this good sense of emotion what works in it and what doesn't and it's what its disadvantages that which is simulation sickness in some cases but there are others and look into that so as you're looking into that continue to research your platform and that means really look at the hardware that that is going to be that is being run here so know the refresh rate of the screens that you're dealing with know the latency of it if it's a screen a head-mounted display that provides some kind of tracking you should know what it's real tracking is light and also it's predictive tracking all of these headsets can use software that you can use to look at how someone's moving and kind of try and predict and guess ahead how they'll move in the future to improve latency without actually having to have good real tracking and you should of course know the distortion that's going to be applied as it's put into the the head-mounted display all of this stuff at least I know that oculus openly and I think valve has also talked about they put this guidelines out there it's not hard information to find ocular and particularly have big documents about all this information they also have a lot of people working on simulation sickness that work for them that also put out very good guides that repeat match for the information that I'm going to talk about because simulation sickness is not a new thing it's been around for a long time and the research on it and how to prevent it has been around for a long time as well so that leads to the first thing and that's the thing that everyone will talk about and that's that framerate and latency absolutely vital now giving this right will be a big step but it won't reduce it completely but really a hundred percent framerate latency what they have to be is that you have to have consistently high frame rate and low latency and the consistent part of that is also really important it's not good enough to say hit 90 frames a second and then be oscillating up and down by 10 or 20 frames around that because changes in frame rate are perceived as changes in motion or juddering in a scene which will make people ill so really what we're targeting here if you want to reduce simulation sickness should be according to the guidelines that that oculus and valve and people like that put out is we want to have frame rate that's at or above the display refresh rate but if you want a number the number that's recommended is at or above 90 frames per second which is quite a high target to hit consistently which is why both oculus and valve have set very high system requirements for their headsets because they know this they want the experience to be good latency that's between moving the head and the the screen updating that should be below 20 milliseconds ideally it should be zero milliseconds but below 20 is generally what's aimed for above 60 you'll start having serious problems but really you want below 20 and you should use predictive tracking if it's available to you another thing in both VR and outside of VR is to avoid flicker and blur flicker and blur are motion cues there's a reason it's called motion blur particularly if this flicker or blur near the edges of your vision have you've ever been to a dance club you know how strobe lights can affect how what speed things moved in this has the same effect also it's an accessibility issue in some cases some people are sensitive to flickering lights they'll have seizures or they have different frickin frequencies in terms of how their eyes operate and they can't see quite so well under some refresh rates so warning there's going to be flickering lights on-screen you really don't want this kind of flashing or blurring effect near the edges of vision if you want people to have a comfortable experience in your VR but also a comfortable experience in your games in general you can put them in maybe and make them an option to turn off but it is something you generally want to avoid okay field review is another big one now field review as part of why simulation sickness is such a big problem in in VR is that you have a wide field of view which means you have a lot of stimulation in the periphery of your vision is I've already said which causes fiction because the option optic flow in non VR the key to this really is to make it configurable this is a big problem for people who suffer simulation sickness from non VR games just people sit at different distances have different sized screens have different thresholds for this and I know this can be a problem if we're talking about competitive games where you don't want people to slam the field of view up really high and not play your game as it's designed so one thing you could potentially think about doing is only let them close field of view if all that you're worried about is simulation sickness because it's a smaller field of view that usually causes less sickness however some people do actually feel more comfortable with a wider field of view so generally speaking to be the most accessible you should make it configurable now in VR you could look at making configurable but that gets a quite quite complicated because you're distorting the image and doing a lot of stuff to put it onto a heads mounted display so if you let players configure the the view then that could get complicated cause problems so one thing you can do is via your game design you can break up the field of view so you can use a cockpit so the periphery is is barriers in the cockpit of the fighter jet or whatever it is and the field of view is not this big wide thing with a lot of stimulation out here it's broken up you're looking up through a porthole for example now the risk of this is it may lead to excessive head movement so people may have to move their head around a lot if there's still information they need to get that's over here and this can lead people feeling ill if they're doing a lot of motion so it is a trade-off in the literature lower than 30 degrees in particular is said like once your field of view is down to 30 degrees then you really see a drop-off in simulation sickness now that's very restrictive and you kind of think well there's no way that could be done in a game well there are kind of creative ways that maybe you could do it for so for example this game chair in a room has a very limited field of view and it kind of doesn't impact on the emotion because it's simulating being in a dark room with a small field of view that's moving around it's controlled by the flashlight right so this is a creative way to limit field of view in a game while still maybe maintaining a feeling of emotion and a feeling of presence that comes along with having something on your head the kind of other really big thing with simulation sickness is to use appropriate movement the earlier game the race VR game that I showed you those kind of movements would make people quite a few people sick in real life so they're also going to make people sick in a simulator so you should match sensory expectations people's head should move like heads so they shouldn't float around or roll or anything like that and people should generally move like people now what that means is in a lot of non VR games they first-person games it's quite common to strafe or to design levels or mechanics that support strafing or support even walking backwards however with some exceptions we don't really strafe or walk backwards very often in real life which means we don't have good our perceptual system has not evolved for this and walking backwards for long amount of times or side-to-side for long term a lot of times in real life can make you ill it can also make you ill when using a simulator this kind of movement another obvious target for appropriate movement is to limit or completely remove any kind of rapid tilting rolling or bouncing motion particularly if it's wave-like so between 0.5 and 0.8 hurts so that's motion like this again this is motion that will make people ill in real life but I'll also make people ill in a simulator but also in games you've got special examples of this so that can be hid Bob if that's going up and down excessive gun sway so if there's a gun or something or a tool or something similar it takes up a lot of the field of view and swings up and down like this then that can make people feel ill and even steers in a VR environment or a kind of bumping up and down of your vision like this as you go up and down them and generally should be avoided so for example probably if you want people to feel ill you could get them to play this game so this is Halak ulis it's I think supposed to be a kind of trippy experience where you're kind of dropping and not in control and rolling around inside of us a sphere right but outside of VR we can also have problems with this so an example that I've talked to people at EA about is people often say hey I'd like to have a Mirror's Edge in VR or Mirror's Edge made people sick even outside of VR so inside of VR you're probably going to have even more of a problem with it and this is simply because it's using motion in a lot of cases that's not really in the control of the player particularly for the camera so you really want to limit this or completely remove any uncontrolled movement of the camera particularly if it's tilting spinning or flipping and now we see this koala in normal games with death cams or rag dolling and first person when someone dies the screen will shake roll maybe even flip around but also you can get it in rapid transitions to cutscenes if the screen quickly pulls out or takes another perspective anything that really takes away too much control from the player and where they're looking is a risk in making people sick so you can take examples from games like Call of Duty where they do let you maintain camera control throughout the entire cutscene you can also look at VR experiences where you're on Rails and you're moving through environment so the movement is not necessarily under your control but you always retain control of your head movement and this can really help reduce simulation sickness associated with this is to limit abrupt and sudden changes in acceleration or disconnects between acceleration and expectation which is to say many VR games are relatively slow paced and there's a reason for this in there abrupt kind of jerky movement is again quite a strong motion cue so as if you can you can put acceleration in but if you keep it relatively constant and not to surprise the player or quickly pull the player in a direction that they're not expecting to go in and indeed even long slow changes in acceleration can be bad because we tend to take that as quite a good motion signal if you put someone in a rollercoaster or whatever and speed it up slowly they'll actually perceive that they get to a higher faster speed at the end then if you quickly move them to that speed so this is kind of a balance you don't want it to be abrupt or jerky but you also don't want it to be too slow and generally speaking maintaining a constant speed may be more comfortable associated with this is to avoid zooming the view or anything that takes camera movement out of close to one one to one ideally you want one-to-one tracking at all times if you zoom in the view this is something you can try it home with binoculars if you look down binoculars you're looking at a location that's quite far away so you when you move your head you move a lot faster across the visual scene and your brain into it's there as as motion of yourself so when you zoom in say looking down a scope or something like that in a VR game then that will send fast the motion signals to the brain then if it was in just one-to-one tracking associated with us is remembering camera height and closeness this is something you can take advantage of to create feelings of speed and said if you look at this view from an early prototype of a VR game when the camera goes up high it feels like the motions is slower because as we get away from visual cues near the edges of our vision we don't have so much to judge our our speed based on we don't have so much optic flow and so it feels like we're moving slower when we get closer to the ground there is a lot more stimulation around the periphery so it feels like we speed up it creates much more likelihood of a feeling of eviction much more likelihood of feeling ill once it that you can take and it's a step that sony has taken with many of its examples that it's showing on on Morpheus is to limit first-person movement for a scene completely so you have either someone in a static position and events happening around them or in some cases they're sitting within a car that's being driven but then they're not the one that's actively in control so this could be I don't know a cyberpunk bartending game where people come and go and you just talk to them or whatever or a shootout behind a bar and there's a lot of VI games that are doing this already and basically what it is is it means that any source of conflict between motion is only to do with camera and hand movement and is nothing to do with people moving around in according to their vision but not in reality so you can look at the game this is just one example there's quite a few out there of this is VR pong so all that they've done is put them up on a little chair as if they're looking over a tennis match and they're playing pong it's got like spirit little special effects and as things go on explosions and everything happen but they're not moving through the scene and this is much less likely to call was simulation sickness another thing you can do in addition to using appropriate motion in your game is you can create supportive environments one first thing here is to match expectations now matching expectations is really hard with walking because we have a lot of experience with walking as I talked about but driving a vehicle might be easier most of us are not as experienced with driving a vehicle as we are with walking even if we've done a lot of experience work on different types of vehicles maybe we're not experienced with flying space fighters in in alien battles or whatever and expectation can play a big role in experience in motion can play a big role because if your other senses don't know what motion to expect then they're not going to conflict with your vision because they kind of learned from your vision in terms of the motion in the first place another example can be to have Robert responsive and representative avatars or movement in fact quite often when I talk to people about this they're like well if the problem is that the motions not mad adding up just add a avatar into the world that does move in the appropriate way or add some kind of moving platform that moves in the same way now the research on this is a lot more split because the problem is there seems to be almost an uncanny valley in this case which is the closer to things get together in terms of okay divisions saying I'm moving like this and I've now got a motion platform that also says I'm moving like this the smaller the mismatch needed to start to make you feel ill so if the you've got this really good responsible and representative effort out or motion in addition to VR but it's just slightly off that could be worse than not having the responsive and realistic looking avatar in fact talking to two valve they've they've said that they use cartoony hands in most of their games because it was just much less likely to make people feel uncomfortable then looking at a very realistic looking hand in terms of UI you should anchor and places it since centrally this is just don't introduce a UI element that's also moving and bouncing around and that changes particularly in the periphery of vision because again this is a motion cue and could make people feel ill another thing you can do is provide a stable focus point in the background now sometimes games have an advantage in this in that they often use across here or something anyway which tends to be a stable point around the internet a few months ago I guess the story went round about putting a nose into VR to reduce simulation sickness it got a lot of press coverage but actually if you read the article it only delayed simulation sickness onset by two point two seconds which is statistically significant but not particularly helpful if C people are just getting sick two seconds later than they usually would have but the principle is the same in terms of giving a focus point that people can lock their eyes on this also which works for motion sickness in the real world that if you could focus on something that's stable on the horizon a stable reference point then it's less likely to feel ill so this is an example of someone trying to use it asteroid racer as the game and what this developer has done is they've put a grid into the world that's stable and fixed that people can focus on now people might still get a lot of feeling eviction or might feel like comfortable in this game because there is a lot of stimulus rushing past them but by adding this kind of grid that is stable in the background it gives them a stable element that they can focus on and it may help reduce it there's been some suggestions that you could add this as kind of a training wheels on games or whatever that you could have this grid overlay that comes over your world that then people who choose to turn off if they didn't find it helpful outside of via for example I mentioned Mirror's Edge before causing problems during development in terms of making feel people feel a little bit ill with simulation sickness or even adding this very very little focus point a reticle onto it apparently had quite dramatic impacts on the number of people that are feeling ill playing the game so this can be a considerable impact on on the games to add this little focus point that people can can look at you should also make sure that your game is designed to support short play now this is because as I mentioned earlier on you can actually get over simulation sickness it can be something that if you give it time that you can become accustomed to however if the games that you're playing require that you play them for long periods of time without being able to save your process a progress without checkpoints and you don't get anything out of playing for just a short amount of time then it might not be something that you're even going to want to come back to right you can't get used to it because every time you get used to it you can't make it to the first checkpoint before you feel ill so every time you have to start it from the start again and you never have any progress so this is something to consider it's not to say only make short games but to support the possibility of short play with your games another thing that this connects to and this is a bit of an aside is the idea of reality sickness now reality sickness isn't very well studied but there is some evidence to say that if people spend a lot of time in a VR environment when they come back to the real world they may feel sick now this is referred to by sailors as getting your land legs back because it happens on boats if you spend a long time on a boat come back to land it feels like everything's still moving there are some reports this can happen with VR so again maybe it's a good idea to support short short play you don't have to require it just support it another thing can be to use a novel movement experience as as I've mentioned being experienced with how movement works and then getting something that's different seems to be one of the causes of simulation sickness so one of the things that I've seen both valve and oculus recommending is considering using teleportation to move around the scene which is to say say the player looks where they want to go there's a stable focus point that they can look at then there's a couple of frame blink and they're teleported to that location right there's no movement through the scene there's no stimulation of the periphery as as things move around this is a novel form of movement that they won't be experienced with and again as I say as long as there's this orientation point that is there as they move between then this can have quite a good effect on simulation sickness yeah and one thing I should add that I forgot to mention a little bit earlier is you also need to be careful with your motion experiences in that because latency and framerate is so important another thing that can happen is that if the player has to jump up and down to play the game that might mean the hits it has to bump on their head which can cause what basically looks like latency problems right if the screen is moving separately of how you're jumping then that can be a problem so even weird things like how heavy is the screen and how tight is on people's face can can be an issue when you're thinking about movement within your game getting close to the end here but one is to follow standards so that's not just standards and how the visual perceptual system works but industry standards for it VR is a new area for the games industry at the moment as you guys work in it as people work in it they'll come up with ways of doing things and those ways of doing things ways that movement operates ways that cameras move and everything like that will become standards within the VR kind of industry and players will start to expect that kind of movement or that kind of camera orientation it's light usability in normal games where players expect certain controller layouts by following the standards or working with each other to know what works best and sharing and making sure that people are doing similar things you're also matching player experience you should also provide options so this is in and outside of VR you should have ability for people to in motion blur on and off turn flickering on and off change the field of view although maybe not in VR and these importantly kind of like supporting short play should be available at all times if someone's going to feel ill or wants to turn something off they shouldn't have to struggle to do so it should be very quick and smooth if possible to do so so this is dying light which was a recent game where you're doing first-person picure running away from zombies and things like that so that of course like Mersey age has the potential for simulation sickness and they let you change your field of view they let you turn off motion blur all stuff that could make this better for people who would otherwise perhaps struggle you should also prompt configuration all the headsets need to be configured for each individual that uses them but you can't rely on this you could remind players to do it but players don't like spending more effort than they have to do especially if their own party situations where they're passing you hit sit around and everything like that so prompt players to configure but don't rely on players to do it playtest of course I work for a playtest company so I'm going to say playtest but please playtest it's even more important with VR than it is with non VR games because you work with VR if you're a VR developer that means you're probably resistant to simulation sickness because you've chosen to use VR and you spend a lot of time in it that means you're a really poor tester of if the experience is comfortable you probably even push it further than maybe other people would so you can either recruit specifically for simulation sick people and test it out on them if you if you want to challenge or just use big sample sizes and then you will get simulation sick people anyway come through the final thing I want to talk about is the expectation problem the expectation problem is that if you expect to get simulation sick or even told it's possible you may be more likely to get sick the literature certainly suggests that if you know it's possible this can be a problem so should people be warned or not of course this is a problem related to if it becomes the reputation of a VR that makes you sick then this increases this expectation of course people should be warned but you can consider the language that you use depending on where you are in the simulation industry often the language is a little bit more vague then hey if you start to feel like you're going to throw up or nauseous or dizzy then tell me well that's suggesting a lot of there specific things to people and so they become kind of prime for those whereas if you say this may be uncomfortable experience and let me know if it's uncomfortable then that's more general and that can actually reduce the amount of simulation sickness that you might see so in summary just theory quickly fiction can equal a sickness however it's very strongly related to emotion you should work to understand vision latency and frame rate are really really vital you should make camera movement appropriate and user controlled at all times if possible no you had we're now at sixty case make sure you play test and support player the players via calibration by having options and by supporting the type of play time that they'll find comfortable again ultimately it's your call this is your experience your artistic vision but you I just want you to think are you happy to exclude people are you happy to make some people sick are you happy for VR to potentially go away again because it gets this reputation as being an uncomfortable unpleasant experience the hardware developers have been working really hard on this they've done a lot of work to reduce simulation sickness it is now quite heavily upon the software side to make sure that it's not disputing all the time okay thank you very much please do fill in your evaluation forms and hopefully everyone can make simulated experience that make people have as much fun as this guy is having again if you've got any questions or you want to contact me please do so think very very interesting talk thank you very much the number of limitations and potential workarounds that you've identity the numerator is it's quite staggering so and and we're obviously very at the very beginning of this of this technology so do you believe seeing all the limitations that you know now that it'll be at some point be possible to develop games where people actually actively move around in some harness or in whatever way or break it up furniture or is that out of the question because of those limitations no I think it's possible I mean one thing while there's a lot of focus on simulation sickness is it is something that can occur a lot of people but it is ultimately a minority problem so it just depends on how big you want the market to be also because there is this thing that simulation sickness can go away with time as people come used to it maybe these first generation of games that come out are much more comfortable because they don't use a lot of motion they don't use inappropriate motion they don't use motion that would make people sick in real life and then over time maybe people can become accustomed to them but I don't think it's necessarily limiting any more than the fact that when you design for motion games or for mobile touch games you need to define like work within those limitations but you know creativity comes from overcoming limitations and finding what can work within them um hello I have a question because you said that um it's it's I mean walking in VR in VR games can also cause noisy and you know throwing up and bad experience so is there any way to overcome that you know you know this besides cutting out from the game like from the experience that we want to serve the players a totally so is there any way we can overcome the bad experience that comes from you know experience walking within the game yep so walking doesn't have to be ruled out completely it's just one way you can do that will improve things there are games that you can walk around inside of particularly if it's at a relatively slow or constant speed or if it's with technology that is doing good motion tracking that has you one-to-one so you're actually walking about in the real world as you walk about in the virtual environment so again most of the stuff is is I've said a lot of things but they're all things to reduce it and they're all choices that you can make to different levels it doesn't this through mean that walking has to be ruled out completely it's just that it is more challenging than other movement forms do you see input types that are used to do something like walking as part of the problem with the motion sickness like for example most games don't have analog inputs that are mapped one-to-one to what's happening but we're used to in a real world where we see 3d to have analog movement with our bodies and that that is some kind of thing that we should tackle maybe do do something that doesn't use WASD or some interpolation and does something where the user really interacts with some kind of force or direct input with his muscles where we get real lots of analog values that could help with that unfortunate echo I'm not sure exactly what the question was is was it that could you add some kind of extra movement on top the quest the question was actually the kind of input devices that we use if I were doing the movement aren't as analog and as good as our head tracking for example that we have with a new oculus dev kit but the thing is if those would be more more analog and have more values and be more sophisticated maybe that would help and make movement in the VR experience something that doesn't make you sick because you get a more realistic input right yet so the question is could the input methods so the things you're using to interact could improving those help it's it's possible that they would but you could also end up in this situation if they're slightly off that they they become worse also there was a talk earlier today by sony where they they've talked about what they've done to quickly take control away from people when when motion for reloading a gun and this can happen in there a short time so it's not necessarily you need really precise inputs to overcome this this problem because the major problem is with vision and not so much with the other senses you can trick vision in other ways but it could possibly help actually can hope very very much with another input I'm doing what related since twenty years and twenty years ago we were even more advanced than today I have the impression because we had complete systems not only glasses but we also had gloves for example and to reduce motion sickness it's very important to have an intuitive interaction in this virtual world and that doesn't depend only on on your eyesight it depends on your body movement and with with a virtual glove with the data graph you could grab things you could point somewhere and go there there were even standards for movements and so even if you only use you your hand in your arm it's already enough to to get very good orientation in this virtual world and it really doesn't depend on visuals it's very very important to have maybe a very simple device but it has to be attached to your body so you should forget about game pads you should forget about keyboard and mouse ease all this doesn't work because it's made for a 2d display I mean certainly having some more mapping in the world can't hurt man can help sure okay thank you very much

Designing to Minimize Simulation Sickness in VR Games
Tagged on:                                 

5 thoughts on “Designing to Minimize Simulation Sickness in VR Games

Leave a Reply

Your email address will not be published. Required fields are marked *