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Question by
benjaminoutram · Jul 31, 2019 at 10:15 AM ·
vroculus riftfovsimulatorgame design
How to implement VR field-of-view restrictors to mitigate simulator sickness?
In many VR games, for example Epic Roller Coaster, Google Earth and Eagle Flight, the game uses field of view restriction to reduce motion/simulator sickness when moving, accelerating or rotating - all things known to cause discomfort.
How would one implement such a system (especially the type in Epic Roller Coaster and Google Earth - where the peripheral vision is replaced with stationary frame of reference of grid lines)? Are there any assets that implement this so I don't have to?
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