Motion sickness in VR (or VR sickness) happens when there is a mismatch between your visual receptors and your vestibular system. In short, your eyes are telling your brain that you’re moving but your body feedback is stationary. This mismatch is often caused by two main things- the frame rate and latency of the headset and your locomotion within VR.
Frame rates and Latency
Both the HTC Vive and the Oculus Rift have set 90 fps (frames per second) as the benchmark frame rate to match with the refresh rate of 90Hz of the headset display. At a lower frame rate, the image begins to drop out, and the stuttering of the image (known as judder) will start to make you feel sick.
Latency is the delay between head movement and the visual feedback in the headset. Our developers have made sure to optimize for low latency so that you remain comfortable within Inspace.
As mentioned earlier, VR sickness is caused by the mismatch between your ocular and vestibular systems. This is why the industry standard for moving around in VR is via teleportation.
By disappearing and reappearing in another spot your brain is not receiving any visual feedback that there has been a change in position because it's more similar to flicking through photos on the camera roll. We’ve made sure to adhere to these standards to make sure you and your clients have the most comfortable navigation in VR.
Note: the worst thing you can do is to move around for the person inside the VR headset. This mismatch for the user is worsened by the fact that they aren’t able to mentally prepare themselves for which direction they’re going next or when.
We get it though, not everyone is as comfortable jumping into VR which is why we made sure Inspace has you covered! Our desktop mode allows spectators to watch the VR scene from a monitor so you can still walk through the plans in real time and showcase the important details of the model.