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Lanon Wee

Will Meta's VR headset prevent motion sickness?

The first time I attempted a VR rollercoaster game, I quickly regretted it. I yanked off the headset, however the sensation of queasiness stayed with me for a considerable amount of time. I had made a novice mistake: I began with an intense game which caused motion sickness. The difference between what my eyes viewed and what my body experienced was too great. I've since discovered that I can engage in gentler, less overwhelming games, but still the feeling of nausea starts to creep in. Detached from my environment, I become dizzy; a faint headache begins to form behind my eyes. I suddenly become warm - it's a sign that I need to end my playing. Many individuals struggle with illness while playing virtual reality games. If Mark Zuckerberg wishes to create a metaverse that people spend extended periods of time in, then it is essential that a solution is uncovered. He said last year that the most noted issue people had was still a feeling of motion sickness, however it was improving. I recently tested Meta's upcoming headset, the Quest 3, last week. The Quest 2 differs from other headsets in that its cameras allow for one to observe the physical world in vibrant hues. This means that one can engage in virtual activities, while remaining in their actual environment. To put it simply, a digital character could be pictured sitting on a coffee table. This isn't the initial "mixed reality" headset to hit the market, yet it is the cost-effective (relatively speaking) one - at $499 (£411). I put on the headset and anticipated feeling nauseous. I began with a demonstration for a technology called First Encounters. It starts in the room I was in. As I fired at the walls, they broke down, disclosing a digital universe I had the ability to look into. Tiny green furballs started to leap toward me. I can't say this game was something I enjoyed - however, I didn't feel unwell. As I played, I was able to observe the people in the room and observe the walls. I felt confident moving around my environment. The same remained true when I tried "Stranger Things," a virtual reality adaptation of the popular Netflix show. I wasn't ill. Following my demonstration, I had a conversation with Chris Cox, the head of product at Meta, and inquired what his favorite element of the new headset was. He stated that mixed reality alters the comfortability of the experience drastically. His team is aware that toggling between reality and virtual reality can be challenging. The question still remains: if the solution to tackling VR sickness involves avoiding playing full VR, is that really a solution? Mark Zuckerberg believes that motion sickness could be minimized with more efficient graphics and reducing latency (the time gap between when a person does something and when it is visible on the headset). He is optimistic that as virtual reality headsets improve, fewer people will report having these types of issues. Experiences that are solely based on one's sight can lead to feelings of being unwell even if the body is not physically responding to any sickness. I attempted a virtual reality boxing game and thus donned the headset, which made my environment disappear. I spent a few minutes with a controller in hand, striking make-believe targets. The visuals were way above anything seen from earlier versions. Even so, it wasn't enough for me. The spinning sensation in my head was like a warning sign that my brain wasn't in agreement with what was happening. Zuckerberg recognizes that people vary in terms of how they respond to movement; for instance, some suffer from seasickness, while others can play VR for extended periods of time without difficulty. Unfortunately, I am unable to do so. Mixed reality is still in its infancy in terms of games, but maybe it's the answer for individuals such as myself who think virtual gaming is appealing - yet cannot tolerate its intensity.

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