VR Motion Sickness Explained: Causes and How to Fix It

Virtual reality (VR) is designed to immerse users in digital environments, but for some, the experience comes with a drawback—motion sickness. Symptoms like nausea, dizziness, and headaches can detract from the immersive joy of VR, and understanding the causes of these symptoms is crucial for finding effective solutions. This article delves into why VR motion sickness occurs and how aspects like field of view (FOV) and low-latency image generation can play a significant role in mitigating these issues.

Causes of VR Motion Sickness

VR motion sickness arises primarily due to a disconnect between what users see in the virtual environment and what their bodies physically sense. Here are some of the core reasons:

  • Visual-Vestibular Mismatch: The most common cause of VR motion sickness is the conflict between visual inputs and signals from the inner ear's vestibular system, which helps maintain balance. In a VR experience, users may perceive movement visually, but their bodies do not feel the same movement, leading to a sensory mismatch that can cause discomfort.
  • Low Refresh Rates and Frame Drops: When VR headsets operate at low refresh rates or experience frame drops, the visual continuity is disrupted. This lack of smooth visuals can trigger motion sickness, as it creates inconsistency between expected and actual visual information. For an optimal experience, a refresh rate of at least 90Hz is recommended.
  • Latency Issues: High latency, which refers to the delay between a user's movement and the corresponding visual update in the VR environment, can lead to disorientation and motion sickness. Reducing latency is crucial to ensure that visual feedback matches user actions as closely as possible, thereby minimizing sensory mismatch.
  • Field of View (FOV): A limited FOV can contribute to motion sickness by restricting peripheral vision and creating a tunnel-like effect. A wider FOV allows users to see more of the virtual environment, providing a more natural and immersive experience that reduces the likelihood of motion sickness.

    Solutions to Combat VR Motion Sickness

    • Increase Refresh Rates: Ensuring that the VR headset operates at a high refresh rate—preferably 90Hz or higher—is one of the most effective ways to reduce motion sickness. Higher refresh rates provide smoother visuals, aligning more closely with natural human perception.
    • Reduce Latency: Manufacturers and developers should prioritize reducing latency in both hardware and software to improve responsiveness. Techniques such as predictive tracking—where the system predicts the user’s next movement based on previous data—can significantly reduce perceived latency, helping visual feedback stay in sync with physical actions.
    • Optimize FOV: Using VR headsets with a wider FOV helps to minimize the sensory mismatch that contributes to motion sickness. Engaging the user's peripheral vision creates a more immersive and less disorienting experience.

               Customize your wide field of view and high FPS camera

      • Take Regular Breaks: For users, gradually building tolerance to VR is key. Start with shorter sessions and gradually increase the duration as your body becomes accustomed to the virtual environment. Taking breaks every 20-30 minutes can also help reset your senses.
      • Environmental Stability: Keeping a stable, well-lit environment while using VR can also help reduce discomfort. Fans or airflow can provide an additional grounding sensation, helping users feel more comfortable during sessions.

        Conclusion

        VR motion sickness is a complex issue, often stemming from a sensory mismatch between what users see and what they feel. However, advancements in VR technology, such as wider FOVs and low-latency image processing, are making VR experiences more comfortable and accessible. By understanding the causes and implementing targeted solutions, users and developers alike can help minimize motion sickness and unlock the full potential of immersive VR technology.

        Back to blog