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I get a light version of it sometimes, though it depends on the game. One thing I learned to not skip is the IPD adjustment on the headset; it needs to be pretty close in order for the difference in perspective to fade into the background for me. My SteamVR config likes to reset it from time to time, and I can tell instantly when it's wrong; it's like looking through a fisheye lens, but not as pronounced.

For me, any game where the camera moves independent of my headset can trigger nausea. Blade and Sorcery's jump implementation is really bad about it; anything that lets me "fall" when I'm not expecting it. That at least makes sense; if I suddenly fell in real life I'd freak out too. Of all things, the non-teleportation option in Minecraft's popular VR mod, Vivecraft, trigger motion sickness most consistently. But I can teleport around Skyrim VR for literally hours and be totally fine. I get the feeling that with a bit of practice, I could build up a tolerance to it, but it's definitely a persistent danger. It's got to be frustrating for developers, since it seems like there's such a wide range of individual variance in sensitivity. If I get around to making a VR experience, I'll stick to teleportation simply because that's what I personally find to be "safe" and comfortable.




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