Join Craig Barr for an in-depth discussion in this video Motion and VR sickness, part of Unreal: Virtual Reality for Architectural & Industrial Visualization.
- [Instructor] Virtual reality for visualization comes with an additional challenge. Potential motion or VR sickness. Here are some things to keep in mind to greatly reduce discomfort. So here I am in the virtual reality space. Some of the things that fly or work really well within a game's environment, or other simulation environments, or anything that's interactive or simply playable, don't necessarily work at all here, or work very well here for virtual reality. And these are things like a lot of post processing. Things like depth of field, anything that applies a blur to a camera lens can make a viewer feel real discomfort, or even sickness.
These are things to completely avoid. Other camera effects or post processing effects like blooms, are things that can become disorienting or actually change the overall experience of a virtual reality environment as well. Other things like screen space, reflections or screen space ambient occlusions are things that quite often are to be avoided because it can actually lead to other issues within the scene. Anything that is layered over as a filter, typically in some sort of game type of scenario, doesn't necessarily fly in the virtual reality world, simply because we have stereo rendering, and stereo rendering, rendering essentially two eyes or two cameras, doesn't composite or render those effects that well.
As well, it can be disorienting to a person and it can certainly make you feel quite nauseous. We talked about camera settings like field of view and world scale and things like that before, and how important that is. The typical rule of thumb with virtual reality and field of view is the smaller the number, the more discomfort or areas of discomfort you're going to get into. The larger the number of field of view, the less discomfort. So let's take a look at how we can summarize some of these points, and working with motion or VR sickness. So to summarize motion and VR sickness, we want to avoid things like visual effects or any kind of camera-based or screen spaced visual effects.
Things like depth of field, blur, motion blur for example, or bloom effects on a lens within a scene. These are things that don't work very well at all in virtual reality and in fact can create a feeling of discomfort or even nausea or illness for a virtual reality viewer. As well with lighting, keep the lights more dim than you typically would in a game or other visualization project. Things that work in a render setting on a screen don't necessarily work in the same way for our eyes in a virtual reality space. So dimming lights is always going on the safe end of things.
You don't want to hop into a scenario where everything is super bright. At the end of the day, people have screens right in front of their eyeballs, and that can certainly lead to a lot of discomfort. So keep the lights dim and soft. Adjusting the field of view larger if needed. I emphasize the word larger there to simply, going towards the larger end of field of view is getting away from discomfort. That doesn't mean that you show go as large as you can on field of view, it's dependent on your project. The default in Unreal is set to 90 for field of view. You can see that on the camera, you can also see that in your viewport setting as well.
But adjusting the field of view lower is where you're going to get into areas of discomfort, where it feels uncomfortable to the viewer and as well can cause things like overall illness or motion sickness effect during the experience of virtual reality.
- Considering VR as a presentation tool and a design tool
- Selecting your VR gear
- Migrating projects
- VR scene adjustment tips
- Real-world scale in VR
- Textures, details, and navigation in VR
- Dealing with motion and VR sickness