Motion Sickness In 3D Games? 37
James Ensor asks: "I've always been subject to pretty bad motion sickness ever since I was a kid. I especially have problems with some, but not all 3d games. Has anyone else had this problem and/or have any insight into why some games are worse than others/how to make games that don't cause it? An interesting side note, Games based on DirectX have been a much bigger problem for me than anything based on OpenGL. In fact, in games that support both, I often get sick playing the DirectX version, flip over to openGL and have no problems. Any thoughts?" I can see how some games might cause some motion sickness, but the DirectX/OpenGL connection is a new (but highly quesitonable) addition. Is anyone else afflicted with a similar malady?
Observations of motion sickness... (Score:1)
Blankets.. (Score:2)
framerates (Score:1)
flight sims (Score:1)
The other thing I noticed is that playing/controlling the action has a lot to do with it. The same kind of thing is seen in automobiles. The driver never gets sick. Passengers are the only ones that suffer. I can play some games, but can't watch.
When I first saw the N64, I would watch people play Mario World and it would make me dizzy after 15 minutes. However, I watched people play Zelda: Ocarina of Time for weeks with no problems. People would come to my room in college after dinner, after lunch, middle of the night to play. It was a collective effort, and we all had a great time, and I never got sick.
Yes, and it's absolutely wierd (Score:1)
A few months ago I got UnrealTournament running in Linux. By about the second level, I start feeling sick to my stomach while playing. I sometimes have to look away from my monitor for a little while. At least in between boards, but sometimes I sit out a round. It's the craziest thing. I guess it's based on Direct X, but I play it in Linux (with Glide, of course). I really don't see much of a difference between playing it on the two different platforms, but it gets me almost every time. I don't have any sort of an explination for it, but there is a definate difference of some sort.
Simulator Sickness (Score:4)
"Simulator sickness", the variant of motion sickness induced by immersive virtual environments, can be some of the most intense motion sickness around. Though I can't compare it with space sickness (yet :-), I can say that I almost never get motion sick except when using an immersive display, especially a head-mounted one.
Last I read, the causes of motion sickness weren't well-understood, but the theory generally was that differences in visual and proprioceptic feedback is what induces nausea. "Proprioceptic" feedback is the knowledge (a sense, like touch or pressure, if you will) of where your body is in space and how the parts are positioned relative to each other. Proprioception is what lets you close your eyes and touch your left and right fingertips together.
How does this apply to games? The one-word answer is lag, the bane of all researcher working in virtual reality (in augmented reality it is even harder). User input occurs, and it takes a certain amount of time for that input to be processed by the computer, for the machine to determine what to do, and then to produce the appropriate output. The difference between the user's input (action) and the computer's response (reaction) is the critical lag factor in VR, games, and simulation. Cognitive experiments suggest that, so long as this lag is less than about a tenth of a second (the number varies based on task), the user feels in control. Greater than a tenth, and the user feels like their actions don't correspond to the reactions.
So, in VR, move your head. The screen needs to reflect this in under a tenth of a second. "No problem," you say, "because Quake runs at 60Hz on my machine." Yes, but frame rate is not the critical factor, but the length of time between your mouse click and the appearance of a missle on screen.
Let's run some numbers. Just to keep the math easy, lets say we'd like to maintain a 100Hz frame rate and a 0.1 second lag. So, at worst, no more than ten frames can go by between the time the user moves the mouse and the screen changes to reflect the move (e.g., a new door becomes visible on the edge.
We're not over "lag budget" by much, but that's not the point. This was a contrived example. Now add all the layers of software and such in there, speed up some parts (the bus), and slow down others (gee, that fancy new AI isn't so cool anymore). The point is, many parallel steps in the pipeline, and end-to-end lag can be dramatically higher than frame rate might indicate (more than ten times, in this case). Add network traffic and, ugh.
So how is this relevant to the question of OpenGL vs DirectX? Well, it sounds to me that the original poster gets well and truly immersed, setting up the possibility for simulator sickness if lag gets ugly. And it would seem that the lag is just under the poster's nausea threshold with OpenGL and just over it with DirectX - the user moves the mouse and the screen keeps up with OpenGL, but lags behind in DirectX. Time to spew your cookies.
This kind of stuff is a bear to manage - it is like real-time computing only you don't have the guarantees you usually have in a bona fide real-time environment. Usually, RT environments have a fixed number of tasks to deal with - you know how much time anything is going to take (it's still a bitch dealing with it, but at least you know the bounds). A game doesn't work that way. If the user's facing the wall (one or two big polygons) and suddenly looks back over her shoulder to see the glorious million-polygon Great Hall, well, you get the idea. Bounds shmounds. You've got no idea how long that will take to process.
Simulator Sickness, round II (Score:2)
So, we had a somewhat-believable, but clearly not real, world. In spite of this, several Air Force pilots had problems with simulator sickness -- to the point that one pilot couldn't fly more than a few minutes before he became nauseous and got a splitting headache.
It is interesting to note that there is a similar problem with pilots in real aircraft -- if you don't have the horizon in view, your inner ear will take over and try to tell you where up and down are. If you believe what your ears ("the seat of your pants") -- rather than your instruments -- tell you, you will end up very dead. It's called the Graveyard Spiral, and it is the favorite way for pilots to kill themselves. It's a fair bet that JFK Jr. killed himself in this way.
Motion sickness versus monitor sickness (Score:3)
I also sometimes get "monitor" sickness. I used to get it playing Quake 2, especially when playing it with software rendering. Getting a Voodoo II card was a major improvement. I think that supports the previous poster's theory that it has to do with the lag between doing something and the effects of that action getting rendered.
However, if I want to get so sick that I have to lie down for a few hours, I only need to watch my daughters play Team Fortress Classic. I don't know exactly what it is, but I suspect it's because I'm not in control so I'm not "ready" when the viewpoint whips around. I can watch for about 15 minutes and then I'm so sick I have to lie down for hours. This is worse than a 3 hour instrument flying lesson.
So sorry, I have no great insights as to how to cure it, but I would guess that a fast video card and bearing with it until it goes away might be the only things that will help.
--
A "freaking free-loading Canadian" stealing jobs from good honest hard working Americans since 1997.
Doom... (Score:1)
Anyway, it's nice to know that others out there have the same problem.
openGL/DirectX (Score:1)
BTW, the first time I played Descent, I got motion sickness, vertigo, and otherwise was very sick to my stomach. Cool game.
---------------------------------
More on Simulator Sickness (Score:3)
One set of senses are telling you one thing, while another is seeing (or perceiving, perhaps in the wrong way) another.
Case in point, for the poster: He is obviously well immersed in the game, but most of his body is motionless - however, his eyes are perceiving that he is in motion. These two conflicting inputs (that of the eyes seeing motion, but his inner ear telling him he's not moving) help cause the motion sickness he experiences.
How to help? Don't get immersed - have a frame of reference for your eyes that show them you aren't moving as well. Either sit farther away from your monitor, so that you see the edge of the screen, use a smaller monitor, or run the game in a window.
A similar way to get sick is to ride an amusement park ride with your eyes closed in the late evening. Kinda the reverse of what the poster is experiencing.
You talked about lag. In a fully immersed setup (High quality, 60 degree FOV or greater HMD, etc), lag can cause severe difference in inputs, if the lag is large enough. Say the screen is updating as you turn your head left, then you quickly turn your head to the right. The screen may still display the images of what you were doing when you were turning your head to the left, as you are really turning your head to the right (the Virtuality 1000 game system was notorious for this) - time to spew. Another problem with fully immersed systems can be sensor calibration - this would help cause motion sickness, either by say - an electrolic tilt sensor "sloshing" after physical movement has stopped - and hence displaying to the user they are still moving, or by the sensor being out of alignment with the users actual position - maybe in an extreme case giving the user the image of him looking up, when he is trying to look straight ahead.
From my personal experience, I don't have a problem with immersed or semi-immersed virtual environments, even ones with bad lag. Maybe I have just adjusted, or for some other reason it doesn't bother me. What is strange though, is that I find reading while in an automobile (as the passenger, of course) makes me feel a little queasy - at least enough where I don't like to do it...strange...
Here is a link to a paper done on simulator sickness for the U.S. Army Research Institute, by Eugenia M. Kolasinski:
Simulator Sickness in Virtual Environments [phoenixgarage.org]
funky camera angles? (Score:1)
sdg
Re:smoke some weed (Score:1)
This is why Chemotherapy patients do so much better if they take some THC.
Motion Sickness sometime due to lack of control (Score:2)
Not certain if there is anything that can be done for it. It is a byproduct of the motion on the screen. (It would also be interesting to see if refresh rate is a factor here.)
If you can't handle it, don't watch.
Re:Observations of motion sickness... (Score:2)
The swerving/wavy screen always make me feel motion sick, so I know it screws with my opponent real good!!!
Sound? (Score:1)
Perhaps there's also a connection between the accuracy of DirectX/DirectSound and other non-DirectX sound engines that could affect sickness, which would partially explain James's observations.
carmageddon (Score:1)
Motocross game (Score:1)
A couple of years ago I had a job that involved taking a variety of demonstrations around the country to show the benefits of cable modem service. One of our demos was of networked computer games. One of those games was a multiplayer motocross race. The physics of the jumps was visually very good.
About one person in four had some problem with nausea while playing the game. No one ever actually puked, but one woman came pretty close. Closing your eyes usually corrected the problem almost immediately. Based on fuzzy recollections of various classes and readings, our conclusion was that the problem involved conflicting visual signals (I'm at the top of a jump and should be in free fall) and the signals from the inner ears (I'm just sitting in a chair at one gravity).
Re:smoke some weed (Score:2)
Yeah, but it also mucks up your perception of distance and velocity. This isn't going to do much for your gaming.
(Now awaiting a slew of "I got all my high scores while high" postings).
Paul.
Polygon Translation? (Score:1)
I've introduced several people into gaming and to get them started I will turn down the FOV because they will get motion sickness at the normal and higher ranges.
Re:Motocross game (Score:2)
//rdj
Marathon game sessions seems to cure it. (Score:2)
What makes me curious now is exactly how long the "training" takes, and if it translates to other games, and other causes of motion sickness?
I...I think I'm...OH no!!! (Score:2)
(On a serious note, good comments in this AskSlashdot.)
RE fov: (Score:1)
You know, a lot of people are considering this to be cheating. But yes, once you've gotten used to the kind of fisheyed view, it's more relaxing.
Re:Motion Sickness sometime due to lack of control (Score:1)
Tablets! (Score:1)
My solution: Take carsickness tablets. I find that a single tablet last me 4-5 hours and I feel great.
One stange thing I've noticed is that if I play without tablets for 30 minutes each night, by the end of the week I can go for 2 hours without needing a tablet. It's as if I'm training my mind/body to cope. Sadly, if I stop playing for a week, I'm back to square one.
Good luck!
Nausea in interactive exercise systems (Score:1)
motion sickness (Score:1)
I remember back in summer of '93 playing Wolfenstein 3d on a 486/66 and getting extremely hot and nauseated after playing for about 30 minutes...even with the temperature set to about 68F.
I find that Quake/Doom,etc does this to me, Descent does a little, but no flying games like F16, Extreme Velocity, or Rainbow 6: Rogue Spear do it to me at all. Oddly enough, Carmageddon doesn't make me sick, but Carpocalypse (Carmageddon sequel) did. Go figure.
Re:Observations of motion sickness... (Score:1)
Re:Tablets! (Score:1)
Re:More on Simulator Sickness (Score:1)
Games would have to be written to take advantage of this, but once it becomes available, it should help reduce nausea.
I really wish I could remember the name of the company that was gonna make these things...
--
Will Dyson
A theoretical cause of motion sickness (Score:1)
I don't know what the primary source of this is, but in Steven Pinker's How the Mind Works, he mentions the following theory:
A common symptom when a human ingests a toxin (e.g. alcohol) is that their eyes sense a different perception of balance and motion than their inner ear. So the body evolved to eject these toxins (vomit) when that symptom appeared. I could see a how a similar effect might happen if the visuals were delayed with respect to the anticipated motion.
So the trick would be to lower the latency of the display as much as possible, or to get one of those nifty motion simulators [slashdot.org] when they come out.
-FrankSame thing here. FPS really screw me up (Score:1)
I see a lot of similarity with some of the above posts. I can play Command and Conquer or Rainbow 6 for days on end but within 5 minutes of playing Quake or Halflife I get all dizzy.
My worst case came after watching my buddy play Team Fortress Classic for less than 15 minutes. I had a splitting headache and the worst case of dizziness for the entire weekend. The strange thing is he was on a brand new Athlon 800 with a 32MB DDR GeForce video card, 512MB ram and a 21" moniter. Top of the line everything. That makes me wonder if the effects are the cause of hardware. It's sounds very plausible but seems a bit odd im my circumstance.
My worst fear is about the future. Most sci-fi techno books paint a picture of a future with "virtual worlds" (i.e. Snowcrash). I'm just worried that I won't be able to participate because of my motion sickness.
Suffice to say, I'm glad other people are having this problem. Up until now I thought I was the only one.
LiNT
Subliminal messages (Score:1)
Seriously, though, I did get quite ill playing Turok at a friend's house last year. It was similar to what I feel like if I read in a moving car. Other than that, I've never had much of a problem with sickness.
My worst problem has been tunnel vision. I feel like I'm looking through a paper-towel roll when I'm playing FPS. I don't know if field of view is configurable from game to game, but I'd like to play around with that to see if it makes a difference.
You are thinking of... (Score:2)
A few years ago they were offering dev kits (and beta devices) to developers for around $2000 or so (maybe less - it has been awhile) - since then, I have seen nothing come out of them, though they still appear to be in business.
You are right, though - this would help combat simulator sickness...
Old poisoning protection system... (Score:1)
The reason, they claimed, was that our ancestors, thousands of years ago, were very often eating bad food, poisonous berries, bad meat and such things. Because of this they developed this ability to throw up everything in the stomach when the body signalled that something was wrong with the thing they had eaten.
So... What was the signal of poisoning? Anyone that have ever eaten something that makes you very sick knows that the symptoms are illnes and dizzieness! Yup, that's right. When they ate something bad their vision went crazy. And that was the signal to the body to get rid of all they had had for supper.
I don't know if the theory is true or if science have found any better explanation, but it kind of makes sense to me...
this might be the solution for ingame sickness... (Score:1)