Virtual Reality & Motion Sickness

When we think about virtual reality, many likely immediately associate it with motion sickness; and this is for good reason. Back in 2016 during the VR revolution, motion sickness prevented many people from having a really great experience. Well, luckily, some innovative techy people have managed to solve some of these problems. In this article, we’ll let you know about How virtual reality headsets could help improve mental health?

The headsets are smaller and weigh less than before; this is a pro for many consumers. In addition, they utilized display technology and high-tech processing power and sensors to lessen the latency, thus, reducing the motion sickness effect. This increased the immersion experience at the same time.

Now, there are still plenty of people, probably the majority, of VR headset users that don’t have a problem with motion sickness, but for others, they’re super sensitive to it so it’s still a struggle. Of course, there are also people that endure some motion sickness the first few times they experience VR. Eventually and in time, this issue passes for them; or doesn’t come back for a while. The complete elimination of this side effect of Virtual Reality is hard to accomplish but is still something the industry hopes to tackle. Gabe Newell’s interview with a New Zealand outlet spoke on motion sickness and how OpenBCI and Valve are working towards a solution to eliminating this side effect, as well as working towards making VR even more immersive than ever.

Why Do We Experience Motion Sickness?

If you’re like the rest of the world, you likely grew up learning the five senses that we humans have; sight, smell, taste, hearing, and touch. Well, in reality, we have many other sensory organs but they’re less talked about or known. Our ears have these very sensitive organs inside that sense motion. Your brain predicts and calculates this motion based on what our eyes see. This is basically how you get an idea of what your body is experiencing at any given time. Unfortunately, if what your eyes are seeing and the organs in your ears that sense motion is not aligned, it can be a difficult experience. Read more about How to choose the best VPN service?

Your brain is expecting a certain motion based on what your eyes see and when no other sensory organs come into play, the feeling of wanting to throw up results. People experience motion sickness many other times aside from during VR; roller coaster rides and even some PC first-person games cause people to feel woozy. In fact, the DOOM games and the original Wolfenstein 3D brought about many complaints by players of feeling this sickness. It was in all the gaming magazines at one point.

How Motion Sickness Could Be Curbed:

This issue could possibly be solved with Brain-Computer Interfaces (BCIs) because they’re already used for reading what’s going on in your mind. Gabe Newell’s interview that we mentioned above and during this, he spoke about Valve’s partnership with OpenBCI. The Valve Index is one of several VR headsets that is compatible with a device from OpenBCI. This combination allows for real-time brainwave activity measurement while a person is enjoying a VR experience. Of course, this won’t be the end of the partnership. Newell also has the vision to use BCI technology to do more in the future, possibly even incorporating the ability to write information directly into the user’s head.

So one way this could curb the motion sickness side-effect of Virtual Reality is by suppressing part of the brain. Yes, this sounds like something you would see in a movie or science fiction novel, but it’s not impossible to imagine in our future. In a way, we are kind of doing this already. Transcranial magnetic stimulation is a current technology that researchers can use to non-invasively disable parts of the brain; temporarily of course. This causes no actual damage to the brain.

The original concept for this method’s development was to help neuroscientists; they would switch different functions of brain structures off in actual patients, to better understand these brain functions. Sounds crazy right? It’s not hard at all to imagine a future where VR headsets are so advanced that they have the ability to alter your mood or completely eliminate the feeling of motion sickness.

BCIs Potential in VR Limitless:

If we were to assume that the ability to integrate 2-way brain communication technology and VR headsets becomes reality eventually, this could change VR development completely. It could result in having information beamed directly into your visual cortex by the VR and AR systems bypassing your eyes completely…just think about that for a moment. There has actually been a variety of experiments done over the years that aim to decipher the human’s brain ‘visual’ part or ability. Dr. Yang Dan, back in 1999, actually found a way to use the eyes of a cat, to decode the visual information in that cat’s brain.!

Dr. Dan was able to determine how to reconstruct the images shown to the cats, using implanted electrodes that would pick up the neural signals. Since that time, the interest in BCI’s has drastically increased, obviously. Elon Musk’s new company, Neuralink, aims to develop this ability sooner rather than later and has already invested a lot of money in this new company. Not everyone would be on board with this technology, however, because nobody wants something invasively planted in their brains for future Virtual Reality…but would you do it if it were possible?

Why Does VR Cause Motion Sickness?

Motion sickness in VR, often called cybersickness, happens when your eyes and your body send different messages to your brain. Your eyes see movement in the virtual world, such as walking or turning, but your body is sitting still. Your inner ear, which senses balance and motion, tells your brain that you are not moving. When these two messages do not match, the brain can react with nausea, dizziness, sweating, and a headache. This is much the same as car sickness, where your eyes see the inside of a car while your body feels the car moving.

Several things can make VR sickness worse. A low frame rate, which means the image moves in a jerky way, can cause problems. A long delay between your head movement and the image on the screen, called latency, can also cause problems. Fast movement in a game, such as running or flying, is more likely to cause sickness than slow movement. Poor fit of the headset, a wrong lens setting, and a long session without a break can also make it worse.

How Headsets Have Improved

FeatureWhy it helps
High refresh rateA rate of 90 Hz or more makes the image smoother and less jerky
Low latencyA short delay between head movement and the image keeps the two in sync
Good trackingAccurate tracking of head and hand movement makes the virtual world feel stable
Light weightA light headset is more comfortable for long sessions
Adjustable lensesA correct lens setting, known as IPD, keeps the image clear for your eyes

Modern headsets, such as the Meta Quest 3 and the Valve Index, have higher refresh rates and better tracking than the first headsets from 2016. Many games now offer comfort settings, such as teleport movement instead of smooth walking, and a vignette that narrows the view when you move. These settings can help new users to get used to VR without feeling sick.

Simple Tips to Reduce VR Motion Sickness

  1. Start with short sessions. Use VR for 10 to 15 minutes at first, then take a break. Build up the time slowly over days and weeks.
  2. Choose calm games first. Start with games where you stand still or move slowly, and avoid games with fast running, flying, or spinning until you are used to VR.
  3. Use comfort settings. Turn on teleport movement, snap turning, and a vignette in the game settings if they are offered.
  4. Fit the headset well. Adjust the straps so the headset is snug but not tight, and set the lens distance to match your eyes.
  5. Keep the room cool and sit down. A cool room and a fan can help, and sitting down can make you feel more stable.
  6. Stop at the first sign of sickness. If you feel dizzy or sick, take the headset off at once and rest. Do not try to push through it, because it often gets worse.
  7. Do not use VR if you are tired or unwell. Tiredness, a cold, and an empty stomach can all make motion sickness worse.

When to See a Doctor

For most people, VR sickness goes away after a short rest. If you often feel sick, dizzy, or unwell after using VR, or if the feeling lasts for a long time after you stop, talk to a doctor. People with epilepsy, a history of seizures, or a balance problem should check with a doctor before they use VR, and they should follow the safety advice that comes with the headset.

Frequently Asked Questions

What is VR motion sickness?

VR motion sickness, also called cybersickness, is a feeling of nausea or dizziness that some people get when they use virtual reality. It happens when the eyes and the inner ear send different messages to the brain about movement.

Does everyone get sick in VR?

No. Many people do not get sick at all, and many others get used to VR over time. Some people are more sensitive than others, and they may need to use comfort settings and short sessions.

How can I stop feeling sick in VR?

Start with short, calm sessions, use comfort settings such as teleport movement, fit the headset well, and stop at the first sign of sickness. Build up your time in VR slowly.

Is VR motion sickness the same as car sickness?

Yes, in many ways. Both happen when the eyes and the inner ear disagree about movement. People who get car sick are often more likely to get VR sickness, but not always.

Can children use VR?

Most headset makers set a minimum age, often 10 or 13 years, depending on the maker and the country. Check the maker’s advice, and watch children for signs of sickness or eye strain.

Disclaimer: This article is for general information only and is not medical advice. Stop using VR and rest if you feel sick or dizzy. Talk to a doctor if symptoms last a long time or if you have a health condition that affects your balance or your eyes.

Last Updated: 6 November 2026