Comment it's 2018; no mop, no limit (Score 2) 73
My own experience has been that I played a number of VR short films, worked on a number of them, and then eventually set up a Vive at home (when the price of a used Vive dropped to within my budget -- I already had the fast GPU for other work). At the VR post facility at which I freelanced, I don't recall hearing of anyone (man, woman, child) getting sick while using a headset –and we had every variety of headset on hand. I used them all, no mop no limit.
There were a few general rules that seemed to help make VR videos that didn't cause unease -- it's ok for cameras to dolly forward or fly the camera forward on a drone but flying backward tends to give some people the willies. Not a lot of fast cuts, etc. My favorite shorts often disregarded these rules.
At home I've played VR games for hours (Holopoint, Echo Arena, Rec Room), and have also spent lots of time in Quill. The only thing that's given me any uneasy sensations was Google Earth when flying around (and even then, it wasn't that bad). As others have stated, as long as movement is connected to your body movement, the brain seems to have little issues just going with it. Even Echo Arena, in which you do a lot of floating around in large chambers, you initiate those movements with fairly realistic pull and throw motions and it all feels physically-based.
I've put many people in the headset to look at shorts, play games, and sketch in Quill --of all genders and from age 8 to 72 and have never had anyone get sick. I left my Dad in the headset perusing Google Earth for hours.
I find this strict 20-minute limit, in 2018, very hard to believe. How does anyone in the lab get any work done? Maybe they're doing some super-advanced experimental stuff that blows minds and has no connection to head movement. Or maybe this is all about applications that include movement of the camera but are viewed on headsets that don't support room-scale? There's gotta be something making the VR mentioned in this article much worse on people than average, as it does not sound at all like a realistic appraisal of the experience I've seen people have in VR.