Motion Sickness In 3D Games?
James Ensor asks: "I've always been subject to pretty bad motion sickness ever since I was a kid. I especially have problems with some, but not all 3d games. Has anyone else had this problem and/or have any insight into why some games are worse than others/how to make games that don't cause it? An interesting side note, Games based on DirectX have been a much bigger problem for me than anything based on OpenGL. In fact, in games that support both, I often get sick playing the DirectX version, flip over to openGL and have no problems. Any thoughts?" I can see how some games might cause some motion sickness, but the DirectX/OpenGL connection is a new (but highly quesitonable) addition. Is anyone else afflicted with a similar malady?
Put a blanket over the monitor and over your head, like a tent.. this is a really silly looking solution (especially in an office situation), but seems to work for a buddy of mine..
"Simulator sickness", the variant of motion sickness induced by immersive virtual environments, can be some of the most intense motion sickness around. Though I can't compare it with space sickness (yet :-), I can say that I almost never get motion sick except when using an immersive display, especially a head-mounted one.
Last I read, the causes of motion sickness weren't well-understood, but the theory generally was that differences in visual and proprioceptic feedback is what induces nausea. "Proprioceptic" feedback is the knowledge (a sense, like touch or pressure, if you will) of where your body is in space and how the parts are positioned relative to each other. Proprioception is what lets you close your eyes and touch your left and right fingertips together.
How does this apply to games? The one-word answer is lag, the bane of all researcher working in virtual reality (in augmented reality it is even harder). User input occurs, and it takes a certain amount of time for that input to be processed by the computer, for the machine to determine what to do, and then to produce the appropriate output. The difference between the user's input (action) and the computer's response (reaction) is the critical lag factor in VR, games, and simulation. Cognitive experiments suggest that, so long as this lag is less than about a tenth of a second (the number varies based on task), the user feels in control. Greater than a tenth, and the user feels like their actions don't correspond to the reactions.
So, in VR, move your head. The screen needs to reflect this in under a tenth of a second. "No problem," you say, "because Quake runs at 60Hz on my machine." Yes, but frame rate is not the critical factor, but the length of time between your mouse click and the appearance of a missle on screen.
Let's run some numbers. Just to keep the math easy, lets say we'd like to maintain a 100Hz frame rate and a 0.1 second lag. So, at worst, no more than ten frames can go by between the time the user moves the mouse and the screen changes to reflect the move (e.g., a new door becomes visible on the edge.
We're not over "lag budget" by much, but that's not the point. This was a contrived example. Now add all the layers of software and such in there, speed up some parts (the bus), and slow down others (gee, that fancy new AI isn't so cool anymore). The point is, many parallel steps in the pipeline, and end-to-end lag can be dramatically higher than frame rate might indicate (more than ten times, in this case). Add network traffic and, ugh.
So how is this relevant to the question of OpenGL vs DirectX? Well, it sounds to me that the original poster gets well and truly immersed, setting up the possibility for simulator sickness if lag gets ugly. And it would seem that the lag is just under the poster's nausea threshold with OpenGL and just over it with DirectX - the user moves the mouse and the screen keeps up with OpenGL, but lags behind in DirectX. Time to spew your cookies.
This kind of stuff is a bear to manage - it is like real-time computing only you don't have the guarantees you usually have in a bona fide real-time environment. Usually, RT environments have a fixed number of tasks to deal with - you know how much time anything is going to take (it's still a bitch dealing with it, but at least you know the bounds). A game doesn't work that way. If the user's facing the wall (one or two big polygons) and suddenly looks back over her shoulder to see the glorious million-polygon Great Hall, well, you get the idea. Bounds shmounds. You've got no idea how long that will take to process.
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Klactovedestene!
So, we had a somewhat-believable, but clearly not real, world. In spite of this, several Air Force pilots had problems with simulator sickness -- to the point that one pilot couldn't fly more than a few minutes before he became nauseous and got a splitting headache.
It is interesting to note that there is a similar problem with pilots in real aircraft -- if you don't have the horizon in view, your inner ear will take over and try to tell you where up and down are. If you believe what your ears ("the seat of your pants") -- rather than your instruments -- tell you, you will end up very dead. It's called the Graveyard Spiral, and it is the favorite way for pilots to kill themselves. It's a fair bet that JFK Jr. killed himself in this way.
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I'm a pilot, and when I was first learning to fly I got motion sickness a lot. I got over it as I became more confident and less overwhelmed by all the new stuff I was learning. Now I get motion sickness when I'm flying with a "hood", a view limiting device used to simulate flying in non-visual "instrument" conditions while your instructor is still in visual conditions and can watch for other aircraft. But I'm fully confident that I'll get over that as well, once I'm not overwhelmed by trying to fly in a new way while studying the approach plate, tune the radios and get the plane set up for the approach while the turbulence is throwing me around.
I also sometimes get "monitor" sickness. I used to get it playing Quake 2, especially when playing it with software rendering. Getting a Voodoo II card was a major improvement. I think that supports the previous poster's theory that it has to do with the lag between doing something and the effects of that action getting rendered.
However, if I want to get so sick that I have to lie down for a few hours, I only need to watch my daughters play Team Fortress Classic. I don't know exactly what it is, but I suspect it's because I'm not in control so I'm not "ready" when the viewpoint whips around. I can watch for about 15 minutes and then I'm so sick I have to lie down for hours. This is worse than a 3 hour instrument flying lesson.
So sorry, I have no great insights as to how to cure it, but I would guess that a fast video card and bearing with it until it goes away might be the only things that will help.
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All you have said is very true - but one thing you left out (or maybe only hinted about, if you read between the lines, so to speak), is one of the main reason motion sickness occurs:
One set of senses are telling you one thing, while another is seeing (or perceiving, perhaps in the wrong way) another.
Case in point, for the poster: He is obviously well immersed in the game, but most of his body is motionless - however, his eyes are perceiving that he is in motion. These two conflicting inputs (that of the eyes seeing motion, but his inner ear telling him he's not moving) help cause the motion sickness he experiences.
How to help? Don't get immersed - have a frame of reference for your eyes that show them you aren't moving as well. Either sit farther away from your monitor, so that you see the edge of the screen, use a smaller monitor, or run the game in a window.
A similar way to get sick is to ride an amusement park ride with your eyes closed in the late evening. Kinda the reverse of what the poster is experiencing.
You talked about lag. In a fully immersed setup (High quality, 60 degree FOV or greater HMD, etc), lag can cause severe difference in inputs, if the lag is large enough. Say the screen is updating as you turn your head left, then you quickly turn your head to the right. The screen may still display the images of what you were doing when you were turning your head to the left, as you are really turning your head to the right (the Virtuality 1000 game system was notorious for this) - time to spew. Another problem with fully immersed systems can be sensor calibration - this would help cause motion sickness, either by say - an electrolic tilt sensor "sloshing" after physical movement has stopped - and hence displaying to the user they are still moving, or by the sensor being out of alignment with the users actual position - maybe in an extreme case giving the user the image of him looking up, when he is trying to look straight ahead.
From my personal experience, I don't have a problem with immersed or semi-immersed virtual environments, even ones with bad lag. Maybe I have just adjusted, or for some other reason it doesn't bother me. What is strange though, is that I find reading while in an automobile (as the passenger, of course) makes me feel a little queasy - at least enough where I don't like to do it...strange...
Here is a link to a paper done on simulator sickness for the U.S. Army Research Institute, by Eugenia M. Kolasinski:
Simulator Sickness in Virtual Environments
Reason is the Path to God - Anon
I have found that there are a great number of people who get motion sickness with 3D games (especially those with full x/y/z rotation) only when they are not playing. When they are playing, they are fine (or last a lot longer). When they are jot playing and just looking over someone's shoulder, they get ill quite quickly. I think it has to do with perspective (since they are not centered on the action) and the fact that they cannot control the viewpoint. They are just along for the ride.
Not certain if there is anything that can be done for it. It is a byproduct of the motion on the screen. (It would also be interesting to see if refresh rate is a factor here.)
If you can't handle it, don't watch.
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That's why I stock up on plenty of the drug grenades when I'm a medic in Quake 3, TF3.
The swerving/wavy screen always make me feel motion sick, so I know it screws with my opponent real good!!!
Yeah, but it also mucks up your perception of distance and velocity. This isn't going to do much for your gaming.
(Now awaiting a slew of "I got all my high scores while high" postings).
Paul.
You are lost in a twisty maze of little standards, all different.
That would fit with most theories on the causes of motion sickness: your eyes perceive motion, ergo there is motion. Your inner ear does not detect motion, ergo there is none. Closing your eyes stops motion sickness. This is often visible on ships, people in the cabin get motion sickness, people on the deck don't. Ofcourse one can get used to it. the brain just has to find out that there is no discrepancy.
//rdj
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Don't know if this counts for anything, but it seems relatively easy to retrain yourself to handle the games better. I was trying to get a co-worker to play CounterStrike, but he refused saying that FPS games made him sick. Joking around, I told him Doom used to make me sick till I played it for 14 hours straight (that's true) and he should just spend the weekend playing it till he's cured. Saw him the next Monday, green and staggering, but smiling. Now he's the second best player in the office, without any of the previous problems. Another friend did the same, but popped a bunch of motion sickness pills before doing the long haul, and that seemed to work for him.
What makes me curious now is exactly how long the "training" takes, and if it translates to other games, and other causes of motion sickness?
.rev
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Unfortunately, it's going to be supported directly by the Linux version of Descent 3. Add a few monitors using XFree v.4's Xinerama and/or multi-headed monitor support, and you'll hurl with excitement!(On a serious note, good comments in this AskSlashdot.)
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Virtual Motion and their MotionWare technology. They use a system of vestibular stimulation (look it up on Google and on the IBM Patent Server) to do what they say they are doing. Vestibular Stimulation is nothing new - it has been in use in the medical community for quite some time studying balance (or loss thereof). But the devices/systems used were crude affairs - whereas Virtual Motion claims the ability to control direction of perceived forces, etc.
A few years ago they were offering dev kits (and beta devices) to developers for around $2000 or so (maybe less - it has been awhile) - since then, I have seen nothing come out of them, though they still appear to be in business.
You are right, though - this would help combat simulator sickness...
Reason is the Path to God - Anon