VR without nausea: how to avoid motion sickness

Motion sickness can spoil your enjoyment of virtual reality. Our guide explains what's behind it and how to deal with it.

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Man at a desk holds his hand to his head.  VR glasses are lying on the desk.

Virtual reality and motion sickness do not necessarily belong together.

(Image: nullplus/Shutterstock.com)

14 min. read
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People want to explore virtual reality worlds the way they are used to in video games. But while there is usually not enough space for real locomotion, virtual locomotion brings with it a completely different problem for many: nausea, dizziness, headaches. Anyone who has experienced VR-induced motion sickness knows how quickly fascination can turn into frustration. Even if the symptoms subside on their own after a while, the experience often leaves a lasting impression.

The problem is widespread: According to a German study from 2021, around two thirds of people who experience VR have experienced motion sickness. It was also by far the most frequently cited obstacle to using virtual reality. The results suggest that motion sickness is still a major problem for the VR industry and is hampering the spread of the technology.

Newcomers who try VR for the first time and then turn away from it for a long time or permanently are particularly frequently affected. This is unfortunate, as the risk can be significantly reduced with a little prior knowledge. This guide explains the phenomenon and explains how to avoid motion sickness.

In this guide, motion sickness refers to a temporary physical discomfort caused by the use of VR headsets. Symptoms include nausea, dizziness, light-headedness, headaches, excessive sweating, paleness and, in severe cases, even vomiting.

The term "motion sickness" is imprecise and encompasses more than just VR-related discomfort. It also includes phenomena such as seasickness. Even if there is a similarity between different forms of motion sickness, the causes and symptoms can differ. In the scientific literature, the term "cybersickness" is therefore usually used when referring specifically to VR-related discomfort.

A direct translation of this term into German is difficult: "cyber sickness" or "VR sickness" sound like a chronic complaint, whereas motion sickness is actually an acute reaction of the body. "VR nausea" also falls short, as the term only describes one of many symptoms. "VR discomfort" comes closest to describing the phenomenon. However, since "motion sickness" has established itself as the most common term in German, we will use this term below when we mean VR-related discomfort.

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Motion sickness is a complex phenomenon, the causes of which are only partially scientifically understood. The best-known and most plausible explanation is the sensory conflict theory.

Motion sickness occurs most frequently when users move virtually through a VR environment while sitting or standing in real life. This creates a sensory conflict between the movement perceived by the eyes and the standstill registered by the vestibular system –, i.e. the sense of balance –. The fact that this makes people feel sick can be explained by evolution, among other things: The body interprets the conflicts of perception as a sign of poisoning and causes nausea in order to excrete the supposed poison through vomiting.

Virtual locomotion is liberating, but it is also the most common cause of motion sickness.

(Image: Meta)

One weakness of this theory is that it explains many, but by no means all, of the causes of motion sickness, which can occur outside of such perceptual scenarios. As we will see in a moment, purely technical and individual factors can also play a role in VR-related discomfort. People react very differently to virtual reality: some experience discomfort even with weak stimuli, while others do not develop any symptoms even with intensive virtual movement. This variety of causes and individual reactions makes research into motion sickness a major challenge that requires different explanatory approaches.

The lack of standardized metrics is also a problem. Scientifically, motion sickness is measured using very different methods: questionnaires such as the Virtual Reality Symptom Questionnaire (VRSQ), biometric measurement methods such as heart rate variability (HRV) monitors and eye-tracking systems and, more recently, AI-supported analyses of biometric and neurophysiological signals. The lack of comparable large amounts of data inhibits both the accurate measurement of motion sickness and the development of generalizable models.

The research situation is difficult to keep track of due to numerous publications. An overview is provided by the work"Are you feeling sick?", published in 2024 and freely available online. -A systematic literature review of cybersickness in virtual reality". It evaluates 223 studies and summarizes the causes and countermeasures for VR-related discomfort identified in over 30 years of research.

The researchers differentiate between internal and external factors. Internal factors are person-specific, i.e. individual. These include age, gender and physical and emotional condition. While age has been shown to influence susceptibility to motion sickness, it is controversial whether gender also plays a role. According to some studies, poor sleep, neurological impairments and negative emotions can promote the occurrence of motion sickness.

The taxonomy of causes of motion sickness proposed in the research paper.

(Image: Nilotpal Biswas et al.)

Researchers divide the external factors into hardware and software. In the case of hardware, values such as resolution, frame rate, latency and field of view play a role. One study suggests that resolutions above 2K no longer have any influence on motion sickness, while another describes 120 Hertz as an "important threshold" for preventing it. While current headsets such as the Meta Quest 3 achieve this resolution, most VR games run at 90 or even just 72 hertz for performance reasons and therefore below this value. In terms of latency, i.e. the delay between an input and its visual implementation, a value of 20 milliseconds is considered the gold standard. If it is significantly higher, the risk of motion sickness increases. Even though VR hardware has developed considerably over the past ten years and its influence on motion sickness has been significantly reduced, it is far from perfected and will remain a factor for the foreseeable future.

However, the most common and strongest trigger for motion sickness is still the software, i.e. the content that VR users experience. We take a closer look at its role in the following practical section of the guide.

Outdated technology can promote motion sickness. When buying a VR headset, you should therefore choose an up-to-date model if possible. This ensures that the resolution, spatial head tracking, low latency and a frame rate of at least 90 Hz meet the recommended standards. Outdated, cheap solutions where the smartphone is inserted into a holder and serves as a display are notorious for causing motion sickness due to inadequate performance features.

You should stay away from ancient solutions such as Google Cardboard and Samsung Gear VR.

(Image: Samsung)

Conversely, this does not mean that current VR technology is free of weaknesses: Quest 3S, for example, unlike Quest 3, does not offer precise adjustment of the lens distance to the individual interpupillary distance, which can promote motion sickness if there is a large deviation. Playstation VR2, on the other hand, exhibits slight motion blur at maximum display brightness and uses a rendering technique that causes ghosting in some games. Both are effects that can trigger motion sickness in sensitive people. Ultimately, the only thing that helps is to try out the devices yourself.

As already mentioned, motion sickness usually occurs when users move virtually through a VR environment while sitting or standing in real life, i.e. when there is a discrepancy between real and virtual locomotion. It doesn't matter whether the virtual movement is triggered by an analog stick or by pressing a button, or whether the virtual world moves past the player without any action on their part. When starting out, you should therefore avoid experiences and games in which such effects are very pronounced, such as fast-paced first-person shooters or virtual rollercoaster rides.

Virtual rollercoaster rides are not suitable for getting started in VR.

(Image: B4T Games, Epic Roller Coasters)

For 180 and 360-degree videos, it is advisable to choose films with a still camera. As the viewing perspective is fixed, unlike in VR apps, spatial head movements should be avoided wherever possible. Otherwise, a discrepancy may arise here too: In this scenario, which is the opposite of the normal case, the sense of balance registers movement, while the eyes do not perceive any movement.

The comfort level orientation is hidden under the "Additional details" of an app in the Quest Store.

(Image: tobe)

Meta offers a comfort level orientation for VR apps in the Quest Store, ranging from "Pleasant" to "Moderate" to "Intensive". It is therefore worth taking a look before buying a VR app. The PlayStation Store and Steam do not have a standardized comfort rating system. In these cases, tests in online publications or on YouTube can provide guidance.

VR developers have invented detours and tricks that allow VR users to comfortably explore virtual worlds even when real and virtual locomotion do not match.

Many VR games offer teleportation in addition to smooth movement using an analog stick, as jumping from point to point is much less likely to cause motion sickness. If virtual locomotion is to be absolutely fluid, tunnel vision can usually be activated. Narrowing the field of vision is one of the most effective measures against motion sickness. Virtual rotations around one's own axis are tolerable for most people if they take place in jumps of 30 or 45 degrees. None of these solutions are without compromise, as they are associated with a loss of immersion.

Exemplary comfort options from the VR game "Batman: Arkham Shadow".

(Image: tobe)

Most modern VR games offer numerous options with which the gaming experience can be adapted to individual tolerance. Trying these out and getting to know your own limits is essential for beginners and can make the difference between carefree VR and paralyzing motion sickness.

In addition to these techniques, VR developers have invented an almost unmanageable number of virtual modes of locomotion: The online database Locomotion Vault lists more than 100 different approaches, many of them with the aim of preventing motion sickness. It is therefore worth trying out different VR games and their respective types of locomotion. You can never know in advance what will suit you best.

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But even if you can't stand virtual locomotion at all, you don't have to do without VR: There are numerous games that get by without it altogether, including classics such as Beat Saber, Job Simulator and Superhot VR. Whether sitting, standing or walking around in your own room ("roomscale VR"): Every virtual movement corresponds to the real one here, which significantly reduces the risk of motion sickness.

When dealing directly with motion sickness, there are a few important points to bear in mind. Studies indicate that symptoms increase the longer users are exposed to VR content that causes discomfort. You should therefore never try to "sit out" symptoms. Otherwise, there is a risk that the brain will become conditioned to associate virtual reality with motion sickness, which can make VR consumption more difficult in the long term. Short VR sessions and regular breaks are therefore recommended for sensitive people.

On a positive note, research results indicate a possible habituation effect: studies show that people with previous VR experience develop symptoms less frequently than complete novices and that the intensity of symptoms gradually decreases after repeated experiences. The researchers recommend short sessions for susceptible people until the first symptoms appear, followed by gradually longer sessions after full recovery. However, habituation is a long-term process with no guarantee of success. It is therefore important to respect your own limits.

Research lists several remedies that can alleviate symptoms: Ginger, over-the-counter medications and acupressure wristbands for nausea, chewing gum and even alcohol. According to experimental studies, the scent of peppermint, special breathing exercises and pleasant music can also help prevent motion sickness. However, users should be aware that these measures only alleviate the symptoms, but do not eliminate the causes of motion sickness.

For PC VR users, there is the software tool OVR Locomotion Effect, which simulates tunnel vision if VR apps do not support this by default. With the help of Natural Locomotion, users can move through virtual worlds by walking on the spot and swinging their arms. Both methods can help to avoid motion sickness.

You don't need any fancy hardware to enjoy a pain-free VR experience.

(Image: Yaw VR)

On the hardware side, numerous approaches to motion sickness have been tested: from running machines, movement platforms and rotating chairs to motorized VR shoes, vibrating belts and headbands that stimulate the sense of balance to match the virtual movement. However, none of these solutions have yet become established.

There is no miracle cure for motion sickness; the phenomenon is too complex and individual for that. However, if you know the medium and your own limits well, you can protect yourself effectively against it.

(vbr)

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This article was originally published in German. It was translated with technical assistance and editorially reviewed before publication.