Why virtual reality makes a lot of us sick, and what we can do about it.

  • @LordOfTheChia
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    51 year ago

    Frametimes is the specific measure.

    <11.1ms for 90Hz or <8.33ms for 120Hz

    If the game, experience, or whatever breaches that minimum frame time frequently, then you can experience nausea just from moving your head around.

    It does require some sacrifices like turning shadows down a notch or two in some game engines and choosing additional visual effects carefully. Some visual effects require additional computation passes and can add the the frame time.

    A low latency CPU (like the AMD 3D cache CPUs) or a normal mid to high end CPU with fast memory with good timings helps quite a bit.

    The GPU should be capable of pushing the pixels and shading for the target resolution. Even with a 6900xt I’ve been able to comfortably push over 4500x3000 per eye rendering (enough to get a nice anti-aliasimg effect on my Pimax 8kX at the “normal” 150 degree H.FoV) in most games.

    Surprisingly, fidelity FX can help as well (the non-temporal version).