It is estimated around 30% of people can't get motion sickness. Think about that number. Most will become ill under certain conditions. This wasn't addressed back in the days of 2d graphics. It wasn't much of an issue. This is also thanks to the stern adherence of epileptic warnings. Most games can't be played by them. But the industry made an effort to reduce light effects. As we pushed into better hardware, more special effects, more realism; it became a massive problem for a growing list of games.
While developing Ithica at 8k resolution, 600 fps. We quickly realized this could make everyone extremely nauseous. It's bad business if 1/4 of the human race could play our product. That's when Rigo came up with the Dalton Standard. A meter for games. A nausea range. With this data developers can make content for the majority. As was the case with 2nd gen to 6th gen.
There are 4 general types of nausea. The game industry needs to only address 2 of them. Jerky, swaying camera, and light effects. By gathering data on all 4 the user can understand their level. Once they have a range in mind, they can make a quick judgement. Rather than risking nausea, previewing a product. This is best measured on a scale of 1-10. For example I'm a 1-7. A person with high tolerance is a 1-9, or a 1-10. Low would be 1 to 3.
Why people get motion sickness? It's when the signals from the eyes, and inner ears don't match. You can experience this on a boat, reading a book. It creates the illusion of being still to the eyes. The opposite is true for games. You're seeing a lot of movement on screen, but your body is stationary. The result is nausea. The goal of the Dalton Standard is to determine people's tolerance level. This can also help game companies reduce, or eliminate the causes. We're looking at 66% sales lost every time we ignore these people. That's a number that must not be ignored!
In all cases motion sickness takes time. The goal is to determine where those lines are, and test. This is more
difficult for people who play for long periods of time, 6-8 hours. This is a different type of nausea. This comes from the stomach being empty, low blood sugar. So no responsibility should be assumed by the game companies.
Migraines can produce their own set of problems. If ignored, it gets worse. This can create nausea, temporary
blindness, headaches. To prevent it you simply need to avoid triggers. In games this would be bright flashing
lights, and or loud noises. While people can turn down the dial on sound. Modern graphics have started to
focus more on the pretty effects, and not what they do to people. This is an easy fix. Such effects are turned on. So
it's simply a matter of providing an off switch. A popular misconception is noise is the greatest pollution on Earth. It's actually light.
Migraines aren't about reduction. They are about avoidance. You can't take a hour break, and get back to whatever was causing it. You must eliminate the trigger outright. Diet can help or increase triggers. Aside from offering an off button to those unnatural effects. The rest is up to the consumer. This will be less of a problem as we move away from LEDs. LEDs use a blue diode that is not natural, to what the human eye experiences in real life.
Finally there's our 8th sense, heat. Our bodies can sense temperature, and if stuck in a hot environment too long,
especially idle, we get sick. Solutions are hydration, fans. This one is tricky as heat sickness creeps up on us. When the room gets warm we tend to become more relaxed. Ultimately the game is not responsible.
To summarize. We want to focus on lights and cameras. The other two food, and heat will help as well. But that is up to the customer.
Ithica © is a registered Copyright of Jonathan Murphy
Some of the initial test information.
Diagonal measurement × 2.5 (corresponding to 20-degree viewing angle) Diagonal measurement × 1.2 (corresponding to 40-degree viewing angle)
Optimum Viewing Angle LED,VA, TN, IPS, other types.
26" 3.25' – 5.5' (1.0m – 1.7m), 70" 8.75' – 14.75' (2.7m – 4.5m)
A image will be given to give ideal optimization of colors.
1.) Preferred Distance
2.) Times: 10 mins, 1 hour, 3 Hours
3.) Room Temp 68f-76f
4.) Empty, Full, Medium Stomach
5.) Hertz/FPS 30, 60, 120, 144
6.) Camera Perspective
7.) Graphics 2d, 3d
9.) Well lit room, Lights off