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Why Would Gamers Be Plagued by VR Motion Sickness?

With the concept of Metaverse being created and gradually acquainted by the public, more and more eyes center on virtual reality and wish to dive into the virtual  adventures in there! However, not everyone can directly set foot in this by just putting a VR headset on, there’s a crowd of people who stop outside the threshold of virtual reality being stranded by the VR motion sickness:(.


What actually is VR Motion Sickness?

Virtual reality motion sickness, also known as cybersickness or simulator sickness, occurs due to a dissonanse between visual perception and physical motion cues. This sensory conflict disrupts the normal integration of visual and vestibular (balance and motion sensing) information, leading to motion sickness symptoms like nausea, dizziness, headache, and disorientation.


Simply speaking, it happens while what you see is not what you feel or what you feel is not in the same pace with what you see, eg: your eyes saw you are running in a VR game in the headset as you’re pushing the joystick , but your body or legs stay still without a sense of participation. After this continues for a while, you feel the sky and the earth are spinning around, the discomfort followed by this makes you just wanna get away from the virtual world immediately and deter to try any VR thing.


What would be the Inducements for VR Motion Sickness?

Subjective and objective factors both contribute to VR Motion Sickness.

Let’s first start from the objective ones!

  • Mismatched sensory information& Sensory disorientation: VR systems aim to provide an immersive experience by presenting visual information that simulates a three-dimensional environment. However, as mentioned above, when your body remains stationary while your eyes perceive motion in the virtual world, eg: you may perform actions such us walking or running in virtual reality without actual physical movement, sensory inconsistency and sensory disorientation may appear between what you see (visual perception) and what you physically experience (proprioception - body awareness), which can lead to feelings of discomfort and disorientation and thus trigger motion sickness.
  • Lag and Latency: If a noticeable delay exists between your movements and the corresponding visual updates in the VR environment, it can lead to a disconnect between your perception and actions. This delay, known as latency, can contribute to motion sickness.

  • Field of view (FOV): The FOV in VR headsets and the FOV of natural human may not reach a complete match. Limited FOV can cause a sense of tunnel vision, making it harder for your brain to reconcile the visual input with themotion perceived by your body.
  • Rapid or unnatural movements: Virtual reality experiences often involve rapid movements, such as flying or roller coaster simulations. These quick accelerations and decelerations, especially when combined with rotational movements, can disrupt your body's sense of balance and increase the likelihood of motion sickness.
  • Environmental factors: Factors such as a hot or stuffy environment, strong odors, or visual discomfort caused by low-resolution graphics, flickering screens, or improper calibration of the VR system can contribute to motion sickness symptoms.


Besides all the objective factors above, individual differences also play an important role in VR motion sickness since acceptability vary from individual to individual.


  • People with high level of simulation sickness susceptibility are liable to be caught in this trouble. Some individuals are more prone to motion sickness in general, and they may experience VR motion sickness more easily as well. Factors like age, previous history of motion sickness, and individual tolerance levels can influence susceptibility.


Is There Any Way out of VR Motion Sickness?

Of course, yes! While not each of the listed problems can be solved easily, we do have ways to address quite a number of them! With the rapid development of virtual reality industry, user experience has been taken seriously more than before. VR motion sickness, as a pain point that could greatly affect the user’s experience, has gained so much attention that it actually become one of the several big reasons for VR developers to create various physical locomotion solutions – including the KAT VR Omnidirectional Treadmills such as KAT Walk C 2.

The KAT Walk C 2 is one of the noteworthy outcomes that were born to provide a complete solution that supports natural physical locomotion, full freedom and participation of body movements, advanced sensor system that enables accurate tracking of movement, and so on. All of which help to solve multiple problems and reasons that may contribute to VR motion sickness. Curious to learn more? Check out the KAT Walk C 2+!


In a nutshell, it's important to note that individual experiences with VR motion sickness can vary widely due to individual differences. Some people may be more sensitive to the factors mentioned above, while others may adapt and experience less discomfort over time with the help of a compact solution like VR treadmill. You can just try and find a solution that is best for you!