>>370863006
In regards to motion sickness there are a couple of things that help it:
>stable frame of reference
The inside of a cockpit for example like VTOLVR
>limiting FOV
Vignetting is the most obnoxious and horrible way to do this. Speed lines and the edges of a helmet are a better way to do it.
>Physical movement
Has to be paired well. In my experience it's just moving around your playspace, not movement in general. The game shattered lights has a setting to multiply your movement speed as it's room scale only and needs like a 3x3 space. You can multiply your speed to the point where moving 1m moves you 2m to double the effective distance you can travel. Takes a little bit of getting used to but initially can make you really dizzy while your body learns the new ratio of input to output.
>Virtual body movement
In vrchat seeing your body move and bounce up and down, even if that doesn't change your pov like a headbob, is a bit easier for your brain to correlate to walking as opposed to when you turn off the walking animation and just slide.
>Virtual nose
I have no idea how this works but it does. Vox has one too. Might be considered FOV limiting? Very minor and your brain does automatically filter it but somehow helps with motion sickness.
>No delay between head movement and screen space objects moving
UI that jitters or slowly swings into place but still follows the head makes motion sickness worse though this could just be the disorientation factor and the slow swaying motions that are often associated with motion sickness. Head mounted UI in general I don't really like, I'd rather it be on a wrist or pocket book solely for immersion reasons.