Question for anyone who knows anything about motion sickness in video games:
When playing a game with a first-person camera, is there a difference in terms of motion sickness between having the camera fixed at the player's central axis (ie. rotating without translation), versus having the camera in a more realistic position following the position of the player model's face?
I imagine the latter is clearly what you want in a VR environment, to match physical reality, but are there drawbacks to the extra motion when you're playing with a mouse and a fixed, flat screen?
#GameDev #Accessibility #MotionSickness #VR #FirstPerson #VideoGames






