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How VR Developers Can Treat Motion Sickness as a Reproducible Bug

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Motion sickness in VR is a widespread adoption problem that often goes unreported because affected users simply stop returning rather than filing complaints. The root cause is sensory conflict — the eyes perceive movement while the inner ear detects stillness, triggering nausea, dizziness, and discomfort. Common triggers include smooth thumbstick locomotion, continuous rotation, and any code that moves the camera without user input, all of which are especially problematic for first-time headset users. Established mitigation techniques include teleportation instead of gliding, snap turning, dynamic vignettes during movement, and designing spaces that minimise artificial locomotion altogether. Because development teams build up tolerance quickly, the author argues that comfort testing must deliberately involve inexperienced users who can actually reproduce the problem.

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