Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

Getting nauseous every time I upload my game to oculus quest

Discussion in 'AR/VR (XR) Discussion' started by MaorDany, Mar 30, 2020.

  1. MaorDany

    MaorDany

    Joined:
    Dec 31, 2017
    Posts:
    105
    What methods are there to reduce nausea during the game?
    I'm building an FPS game for oculus quest.
    I would love any idea before vomiting into my VR :confused::confused::confused:
     
  2. xtr33me

    xtr33me

    Joined:
    Nov 2, 2011
    Posts:
    90
    You will find a number of things to help in this space the more you read, but a few things that made the biggest difference on my own early projects were a few items. Ofcourse the major one is making sure you are hitting your 72+ fps framerate or trying to get as close as you can to that. I absolutely found the OVR Metrics Tool to be invaluable in this space.

    The second, I would definately say was using "Snap Rotation" over just a standard rotation of the camera. This was giving me that naucious feeling the fastest. Going to snap rotation helped instantly. Finally using the teleport locomotion helped as well. When I implemented the above, I came to realize that this is probably why "the standard" is to use the above locomotion techniques. One other thing that messed with me was oddly having a HUD that followed the camera. Just put your HUD elements on soemthing static in global space. I cant stress the performance enough though as well. The Quest tries to fill in frames to provide a smoother experience. If you run the Metrics tool and see you have a lot of stale frames, it is my understnading that this cant happen.

    You tackle the above and you will be way better off...atleast what I found. Hope it helps.
     
    JoeStrout likes this.
  3. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,851
    ...much of which boils down to: don't make a FPS for VR. Some people like 'em, but they are well served by tons of FPS games already. Get a little more creative and you can think of all sorts of fun game ideas that don't involve zooming around the level until you puke.
     
    badams_unity likes this.
  4. arfish

    arfish

    Joined:
    Jan 28, 2017
    Posts:
    777
    An obvious tip to avoid motion sickness is off course to avoid moving your head to much.
    Use your eyes to look around as much as possible instead.

    And try to relax, too much tension may also make you feel sick.
     
    Last edited: Apr 2, 2020
  5. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,851
    As long as you're getting a steady 60 (or 72) fps, moving your head around in Quest won't cause nausea, because it's updating the visual display to match what your vestibular sense is telling you.

    The issue arises when the camera container is being moved around independent of your real-world motion, especially if this is rapid and/or involves sudden acceleration (as FPS games always do).
     
  6. arfish

    arfish

    Joined:
    Jan 28, 2017
    Posts:
    777
    Avoid moving your head to much will definitely also reduce the graphics workload, to avoid blurry, and unfocused edges and other artifacts.

    And the player camera should off course be stable and only follow the head gyro, and not wobble around, even if the avatar can´t stand still...
     
    Last edited: Apr 2, 2020
  7. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Sounds like OP needs to (if the sickness is not framerate related) learn VR best practises and this is far beyond the scope of a forum reply and they should do some heavy googling.

    Why not play Alyx? it would teach you all you need to know.
     
  8. arfish

    arfish

    Joined:
    Jan 28, 2017
    Posts:
    777
    There might be a learning curve for the users too.
    (The first lesson is to not listen too much to all astroturfing youtubers, yaking about unclear first impressions they have heard of, but maybe not even experienced themselves.)
     
  9. a436t4ataf

    a436t4ataf

    Joined:
    May 19, 2013
    Posts:
    1,878
    I don't think that's entirely fair ... there are XR-related issues here too.

    For instance: Whenever Unity hits a breakpoint, or pauses on error (or crashes), the Oculus runtime freezes with a really nasty nausea-inducing broken view (presumably this is Oculus's fault, not Unity's, but when Oculus apps crash, you get a different problem (the desktop server continues sending data, but very wobbly), so it appears to be somewhere in the Oculus/Unity integration).

    My workaround: do all testing facing away from the desktop. Because the XR/Oculus connection will display black in all other directions. This way, when Unity halts, you get a black screen which is a lot less nasty than the flickering monstrosity that you'll see if you turn back to the desktop. And: remember to remove the headset before you turn around! Or you'll get blasted.
     
  10. FishStickies94

    FishStickies94

    Joined:
    Jul 27, 2019
    Posts:
    70
    Framerate is a major aspect of VR motion sickness, so like others have said make sure you are hitting that 72fps consistently.

    The second thing is your locomotion. You didn't state what method you were using, so I'm assuming your using stick/smooth locomotion. If you don't have much VR experience, this can be nausting. If you do have experience and are fine in other smooth locomotion VR games then I would look at the speed and accel/deccereration values in your character controller.

    Sudden jolts in acceraration or decceleration can really mess with your head, you want to give the movement linear. Speed is an obvious one as well. If your character is flying about, that will make you queasy.