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Question Best rotational angles to prevent motion sickness (6DOF Flight)

Discussion in 'New users start here - FAQ' started by Nate Frailey, Sep 20, 2017.

  1. Nate Frailey

    Nate Frailey New Member

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    Hello Forums,

    I am currently designing a 6DOF platform for X-Plane 11 that will use VR. I have read that when pairing a motion platform with VR, motion sickness can become more prevalent. I'm looking for what roll, pitch, and yaw rotational angles are best to limit motion sickness, while still allowing for the feeling of a flight experience. Can someone that has experienced this please explain to me which angles they decided upon and how their platform felt when operating?

    Thanks
    Nate
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  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Your basic premise is wrong @Nate Frailey, a fast, precise motion simulator with a refined motion profile will help reduce VR sickness.

    VR sickness is triggered when your brain expects one thing but experiences another. A well set up motion rig provides additional reinforcing cues to help your brain accept the experience. Of course the opposite is true, if a motion simulator is too slow, has imprecise movement and/or a bad motion profile then it will create cues that your brain does not expect and then it will contribute to VR sickness.

    We can also use motion cancellation, offsetting the motion of the rig from the HMD view, which is now built into the OpenVR-InputEmulator: https://www.xsimulator.net/community/threads/vr-motion-cancellation-time-to-test.10241/

    The OpenVR-InputEmulator supports SteamVR and can be used with the Rift and Vive, but ironically Revive is required to have motion cancellation with the Rift.
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  3. Nate Frailey

    Nate Frailey New Member

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    @noorbeast,

    Thank you for the clarification. This will be of great use when I get to configuring my system.
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