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Motion Sickness

Ongoing coverage on Motion Sickness.

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GamespotPositive

High On Life Is Helping Make The Case For Bigger Games On Quest

Squanch Games is working with Flat2VR Studios to bring High On Life to Meta Quest 3 and 3S headsets, aiming to prove that larger, more complex games can succeed on standalone VR platforms. Developers Emily O'Neal and Eric Masher discussed the technical challenges of optimizing the game's massive scale and detailed character interactions, particularly for the Gatlian firearms and Knifey. The team is prioritizing player comfort by offering extensive motion sickness options and leveraging hardware improvements.

EGamers.ioPositive

Android’s Motion Assist Dots Actually Stop Car Sickness [Hands-On]

Google has begun rolling out a new Android feature called Motion Assist, designed to reduce motion sickness experienced by passengers in moving vehicles. The feature uses the phone's sensors to display dots on the screen that move in sync with the vehicle's motion, counteracting the sensory conflict that causes nausea. While the rollout is staggered, the feature offers adjustable opacity, shapes, and colors, and can be set to activate automatically.

Rock Paper ShotgunPositive

Paralives is possibly the first ever videogame with a character editor that gives people motion sickness

The life simulation game Paralives, which recently launched into early access, is experiencing an unusual issue where its character creator, the Paramaker, is causing motion sickness in some players. This occurs during the tutorial sequence set on a moving train, where the passing scenery reportedly induces nausea. The developers plan to address this by adding curtains to the train windows.

PC GamerPositive

Meta's new FrameSync feature aims to make VR a little less nauseating

Meta is introducing FrameSync, a new frame timing technique for Horizon OS designed to reduce motion sickness in virtual reality. This feature aims to improve visual smoothness, decrease stale frames, and lower motion-to-photon latency by stabilizing frame pacing, potentially leading to a more comfortable VR experience.