When we look around, we move our head subtly side to side and forward and back. The Rift dev kit doesn't do that--it just tracks what direction you're pointed in. My feeling is that causes a big chunk of the motion sickness.
The production unit will include motion tracking. As long as game titles take advantage of it, and don't do stuff like shake the camera, or move it too much, or do too many cuts, then I think 99% of people will be fine. For those titles at least. Other titles will push the limits.
In game side to side motion, rapid changes in heights, UI that is not fixed in world space, things that are too bright, taking camera control away from the player (slow horizontal rotation seems to be okay, vertical rotations cause immediate headaches in my testing), FPS lower than 60, etc. The FPS one is particularly interesting I was mirroring on a monitor, and I couldn't tell that the FPS was low(it was running at around 35fps), but in the Rift is was super obvious something was wrong.
I attended a talk for developers given by the founder recently, and he mentioned that stairs also are troublesome, and ramps work better right now. Something to do with how the brain has been trained to know the sensation of climbing stairs.
Reading books in the backseat of a car driving through winding mountains, no problem. 5 minutes in Oculus Rift and I want to vomit.
It definitely depends on the game/demo though, so it may just be a matter of very careful game design. Or maybe reducing latency will help.
When we look around, we move our head subtly side to side and forward and back. The Rift dev kit doesn't do that--it just tracks what direction you're pointed in. My feeling is that causes a big chunk of the motion sickness.
The production unit will include motion tracking. As long as game titles take advantage of it, and don't do stuff like shake the camera, or move it too much, or do too many cuts, then I think 99% of people will be fine.
There will still be craz