Motion sickness induced by virtual reality experiences is a real thing and there is plenty of documentation and discussion about it on the web. If you are keen to learn more simply do a Google search for VR Sickness.
We’ve held many demonstrations of our VR applications and every so often we get a user who feels sick during the experience and has to stop. It is a fascinating area which thankfully is being studied in great deal and is being addressed by the current generation of VR device makers.
There are always going to be limitations related to particular VR devices you use and some people are always going to be susceptible to VR sickness, just as there are those who always get motion or sea sickness. However as a developer there definitely things you can do to help reduce motion sickness in your VR applications.
We’ve built a lot of VR applications and what we’ve found is that a combination of elements included in the design and build of your VR scenes can help reduce the effects of motion sickness on some users. Note these are not based on scientific study but purely on the subjective feedback we’ve received from users.
We’ve found the following elements may help:
Over the past twelve month we have also included a new element to our design and testing process – VR Sickness Testing. During the scene design phase we make sure we try to identify areas or scenarios which may induce sickness and work to reduce or offset those areas using a few new design principles. During testing we involve a range of testers to see if those identified areas cause concern.