I remember the jump from 2D gaming to three dimensions—it wasn’t always a pretty picture (literally). Low polygon counts in Mario Kart 64 were responsible for more than a few nauseating moments as the speed of movement in the game’s 3D world became too much for many players still unaccustomed to the perspective.
With the next leap in technology, the struggle begins again: one of the big challenges that virtual reality developers are facing is nausea, as players’ brains struggle to make sense of the virtual world around them. Some developers are even experimenting with including a digital nose to make the VR display better match what the human eye is used to seeing in its peripheral vision. But what about the rest of the view?