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Motion Acceleration/Deceleration Induced VR Sickness

Open KDLGates opened this issue 6 years ago • 4 comments

GZDoomOpenVR is one of the very few games that causes me VR sickness (not nausea, but fatigue and distress). Despite having the fortitude to play other intense, fast-moving FPS games in VR for long sessions, I can only play this in smaller doses.

I believe it's due to the motion acceleration. I'm playing on Vive and after an exploration of the menu, I haven't found an option that hastens the movement acceleration and deceleration, e.g. so that if I lift my thumb off of the touchpad I don't continue to slide and slow down over the course of a half second or so.

I'm stubborn about minmaxing my game performance (yes, it's single player, but this is subjective stuff), so reducing the maximum player speed or turning on comfort options such as a FOV shroud probably isn't an option for me.

I haven't done a thorough exploration, but I haven't found a way to adjust the acceleration in GZDoomOpenVR, either via a menu option or a clever parameter. My instinct says that if I could increase the rate of acceleration/deceleration (almost like "drag") on the player movement, I'd be able to enjoy the game for longer periods without worrying about physical distress, and if nothing else some way to adjust this would be greatly appreciated in case there does exist some personal sweet spot for players to have the greatest comfort.

KDLGates avatar Feb 27 '19 04:02 KDLGates

https://forum.zdoom.org/viewtopic.php?f=37&t=35761

And try "Options > VR options > Move follows > Head".

LaoGaoBeBePao avatar Feb 27 '19 15:02 LaoGaoBeBePao

I've added a console var in the new version "openvr_kill_momentum" that will cancel any velocity when you release the move controls. Can you see if that helps?

Fishbiter avatar Feb 28 '19 20:02 Fishbiter

I just played through the first two maps of Knee Deep in the Dead with openvr_kill_momentum set to 1.

Very positive impressions. I'm definitely leaving this setting on. I think this makes me physically happier.

I will loop back around and do a longer session soon, but my instinct tells me that there was something that made me physiologically unhappy about still having momentum on releasing the move controls, and my first impression is that it's an improvement to have this gone.

As devil's advocate, Doom still has very fast movement speed and the 'floaty' mechanics while still maneuvering remain, and for me personally I can't rule those out yet but I'm hopeful that having the ability to kill the momentum will increase my comfort.

If I'm not an oddity in feeling physically better with the momentum kill on releasing the move controls, then perhaps it should be added as a menu option (or even considered for the default?).

KDLGates avatar Feb 28 '19 23:02 KDLGates

I did a few things to help reduce VR Sickness: https://github.com/cmbruns/gz3doom/issues/184#issuecomment-527297260

jdawgzim avatar Sep 03 '19 04:09 jdawgzim