One of the big downsides to using a VR headset is the nauseous feeling most people get. Unfortunately, it is one of the growing pains the industry has to deal with. Although top-of-the-line HMDs no longer deal with these problems as often, they are still a very real problem. One of the main reasons simulator sickness occurs is due to cue conflict. Luckily, cue conflict can be rectified with relative ease.
Making Cue Conflict go Away With Ease
It is never fun to know people suffer from motion sickness when they use a particular VR headset. Immersing oneself in virtual reality requires some time to get acclimated to the new situation. More specifically, all of our senses need to adjust themselves to properly interpret and process all of the data. Unfortunately, this process takes longer for some people compared to others.
Albeit there does not appear to be a reason for simulator sickness, it can be partially caused by cue conflict. This problem occurs when the human body tries to cope with conflicting information received by our senses. For example, we stand on our two feet in the real world, but we are going down a rollercoaster track in VR. It takes a little while to get used to the sensation or lack thereof.
Thankfully the occurrence of cue conflict can be resolved by modifying the VR hardware used. More specifically, faulty eye calibration, for example, is one of the most common reasons why cue conflict occurs in the first place. Latency is another common cause, as the delay between sensory input and output display causes motion sickness as well.
In the end, cue conflict is one of the things users can remedy themselves. Adjusting eye calibration can be done with ease. Latency issues are a bit of a different matter, albeit most headsets no longer suffer from this drawback right now. It is evident there is a lot more to virtual reality than most people are aware of. Cue conflict can cause issues, but they can be resolved. All it takes is a bit of research.
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