On the other hand, if you mean that moving the crosshair still controls the camera, but that the camera doesn't start moving until the player moves the crosshair out of a "dead zone" in the center of the screen, that seems likely to actually increase the disconnect for me and make my body's reaction worse. If the crosshair is disconnected from the camera movements entirely, to where I can move the crosshair around the screen and fire, then that is likely to help because I'm not bouncing my view around so much trying to fire. I would have to say that whether it would make my motion sickness worse is how you implement it. Now onto your proposed floating crosshair. I don't know any science behind it, but it feels like my vision has something to lock onto in order to know I'm not moving, which allows my brain to accept the rest of the "moving noise" that is going on in the game.Īs a side note on this, for some jittery videos of gameplay or whatever, I find it easier to watch them at something other than full screen. A game with a more defined UI, such as World of Warcraft for example, work better for me than a really minimalist UI where almost everything I see is moving. One of the major elements I find helps me is stable elements on the screen as I am playing. Most definitely the ability to turn off head bob. In a number of games, the ability to increase or decrease the FOV has helped me control the motion sickness. I suffer from video game motion sickness, so here are some things that help me when dealing with a game:Ībility to adjust FOV. Or would it make it worse by tricking expectations further? Does anyone else have any ideas that would help reduce motion sickness? And that's a third person game.ĭo you think a crosshair with a degree of independence from screen rotation would solve this problem? Possibly by reducing unnecessary screen movement. the developments of Quake III: Team Arena and Heavy Metal F.A.K.K. After playing The Last of Us on a TV with input lag, I know what he's talking about. While id Tech 3 is based on id Tech 2 a large portion of the code was rewritten. Especially in enclosed, low light environments in the game. It also seems that any delay from control input to rotation of the camera (either from input lag or low Frames Per Second), causes problems for my dad. I know FOV is a major point for some people, and keeping a solid, high frame-rate is huge. Then I got thinking about what other changes could be made in FPSs to reduce motion sickness. Then I remembered that my dad has issues playing most shooters due to motion sickness (even though it is one of his favorite genres), and I started to wonder how my system would affect that. I'm trying to make a "floating" crosshair with the hopes of increasing micro-precision without sacrificing large radius turning speed. Right now I'm playing around with fundamental FPS mechanics.
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