this post was submitted on 26 Sep 2023
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Idk about 40-70% that seems ludicrously high. I play all the time, mild motion sickness when I could not run the game well, otherwise no issues.
That seems high to me as well. Obviously this is anecdotal, but I've introduced probably 20 friends/family members to VR and none of them have had issues with motion sickness.
Simulation sickness is real, and more common than most gamers (a population that tends to self-select for people without that trait) think. This prevalence doesn’t surprise me at all. It’s not severe for everyone. You might not notice if a friend had it, except that they might play fewer video games with you. (They might not, some people are fine unless in full VR.) People aren’t generally keen on going “You know that thing that you like doing and that I’ve seen 5-year-olds do on the internet? I can’t do it, it makes me vom.” It doesn’t exactly feel cool.
That's a true statement. They might just be macho, or they might be just sparing your feelings about a really expensive device you own. I know it made me nauseous, but I didn't say anything because my buddy was excited and spent a lot of money on it. It's not like I have to play it forever... it's just that one time.
Mine’s so bad I can’t even play FPSs without getting sick, but being very open about that means I hear from a lot of people with less severe systems who will power through their nausea for short sessions with friends to avoid embarassment, which is why I think the way I do.
All those who get sick obviously stop playing. So if you ask the users, basically no one gets sick. Because those who get sick are not users any more.
I started by playing while standing and moving smoothly in game and I couldn't last long before getting sick. Now I play seated with snapping in game movement and I can play for hours without issue. Depending on how you define it, I don't think it's surprising to see so many people say VR makes them sick.
The statistic quoted is for "users", so presumably the measurement was made against randomly selected individuals of the general population (though the article frustratingly fails to cite a source). This is important because the effect is not evenly distributed among demographics, per the article:
40-70% seems reasonable if it includes the people who eventually get used to it.
Nah, it's quite real and quite accurate (even though the range is high).