f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
174 lines
6.1 KiB
Markdown
174 lines
6.1 KiB
Markdown
---
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id: wiki-2026-0508-vr-sickness
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title: VR Sickness
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Cybersickness, VR Motion Sickness, Simulator Sickness]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [vr, ux, perception, comfort]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: csharp
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framework: unity-xr
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---
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# VR Sickness
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## 매 한 줄
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> **"매 vestibular system 매 시각-전정 mismatch 매 만들면 매 nausea 의 발생"**. 매 1990s simulator sickness 연구의 매 VR 확장 — 매 2026 매 Quest 3, Vision Pro, Pico 4 Ultra 매 90Hz+ / foveated rendering 으로 매 줄어들고 있지만 매 design choice (locomotion, FOV) 가 매 dominant factor.
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## 매 핵심
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### 매 원인 (Sensory Conflict Theory)
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- **Visual-vestibular mismatch**: 눈은 movement 보지만 inner ear 는 stationary 신호 — 매 brain 의 "독 상태" 추정.
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- **Latency**: motion-to-photon > 20ms 매 sickness 급증.
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- **Low frame rate**: < 90Hz, 특히 dropped frame, 매 trigger.
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- **FOV manipulation**: peripheral vision movement 매 강한 vection.
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- **IPD mismatch**: 매 잘못된 inter-pupillary distance 매 eye strain → nausea.
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- **Acceleration in virtual locomotion**: 매 constant velocity OK, 매 acceleration 의 매 worst.
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### 매 완화 기법
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- **Teleport locomotion**: 매 smooth move 보다 매 sickness ~80% 감소.
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- **Tunneling / vignette**: peripheral 의 dark mask, vection 줄임.
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- **Snap turn**: smooth turn 대신 30~45° 매 step rotation.
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- **Static reference frame**: cockpit, helmet rim 등 매 fixed visual anchor.
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- **High refresh + reprojection**: 90Hz 이상 + ATW/ASW.
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- **Foveated rendering**: 매 GPU budget 매 free up → frame stability.
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### 매 응용
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1. Beat Saber: stationary play, 매 sickness rare.
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2. Half-Life Alyx: teleport + smooth 양쪽 옵션, comfort slider.
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3. Microsoft Flight Sim VR: cockpit anchor, 매 long-session OK.
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4. No Man's Sky VR: smooth locomotion default — 매 highest sickness reports.
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## 💻 패턴
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### Comfort vignette (Unity URP)
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```csharp
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// 매 movement speed 매 따라 매 peripheral mask 매 강도 조절
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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public class ComfortVignette : MonoBehaviour {
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[SerializeField] Vignette vignette;
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[SerializeField] CharacterController player;
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[SerializeField] float maxIntensity = 0.6f;
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void Update() {
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float speed = player.velocity.magnitude;
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float t = Mathf.Clamp01(speed / 4f); // 4 m/s 매 full vignette
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vignette.intensity.value = t * maxIntensity;
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}
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}
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```
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### Snap turn input
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```csharp
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public class SnapTurn : MonoBehaviour {
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[SerializeField] Transform xrRig;
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[SerializeField] float snapDegrees = 30f;
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[SerializeField] float deadzone = 0.7f;
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bool armed = true;
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void Update() {
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float x = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick).x;
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if (Mathf.Abs(x) < deadzone) { armed = true; return; }
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if (!armed) return;
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xrRig.Rotate(0, Mathf.Sign(x) * snapDegrees, 0);
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armed = false;
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}
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}
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```
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### Teleport locomotion (XR Interaction Toolkit)
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```csharp
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// 매 XRI 의 매 TeleportationProvider + arc raycaster 사용
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using UnityEngine;
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using UnityEngine.XR.Interaction.Toolkit.Locomotion.Teleportation;
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public class TeleportTrigger : MonoBehaviour {
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[SerializeField] TeleportationProvider provider;
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public void RequestTeleport(Vector3 destination) {
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var req = new TeleportRequest {
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destinationPosition = destination,
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matchOrientation = MatchOrientation.WorldSpaceUp,
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};
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provider.QueueTeleportRequest(req);
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}
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}
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```
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### Frame timing budget check
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```csharp
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// 매 frame budget 위반 매 detect — Quest 3 매 11.1ms@90Hz, 8.3ms@120Hz
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void LateUpdate() {
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float budget = 1f / Application.targetFrameRate;
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if (Time.unscaledDeltaTime > budget * 1.2f) {
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Debug.LogWarning($"Frame overran: {Time.unscaledDeltaTime*1000f:F1}ms");
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}
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}
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```
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### IPD calibration
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```csharp
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// OpenXR 매 user IPD 매 read — 매 잘못 설정 매 nausea 의 hidden cause
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using UnityEngine.XR;
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float GetIpdMeters() {
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var head = InputDevices.GetDeviceAtXRNode(XRNode.Head);
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head.TryGetFeatureValue(CommonUsages.eyesData, out var eyes);
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var l = eyes.leftEye.position;
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var r = eyes.rightEye.position;
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return Vector3.Distance(l, r);
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}
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```
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### Dynamic foveated rendering toggle (Quest 3)
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```csharp
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// Quest 3 매 eye-tracked foveation — frame stability 의 강력한 도구
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OVRManager.eyeTrackedFoveatedRenderingEnabled = true;
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OVRManager.foveatedRenderingLevel = OVRManager.FoveatedRenderingLevel.HighTop;
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Casual / first-time user | Teleport + snap turn default |
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| Action / FPS | Smooth + vignette + snap turn option |
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| Sim (flight, racing) | Cockpit anchor, smooth, 90Hz+ guaranteed |
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| Standing-only experience | 거의 sickness-free — Beat Saber model |
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| Seated narrative | Static camera + cuts, no virtual locomotion |
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**기본값**: Comfort menu 의 매 모든 option 매 expose — user 가 choose.
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## 🔗 Graph
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- 변형: [[Cybersickness]] · [[Simulator Sickness]]
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## 🤖 LLM 활용
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**언제**: VR comfort design review, locomotion option 추천, frame budget 분석.
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**언제 X**: AR / pass-through 만 (vestibular conflict 적음), non-immersive VR / 360 video.
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## ❌ 안티패턴
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- **Forced smooth locomotion**: comfort option 의 X — 매 user churn.
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- **Cinematic camera shake**: VR 매 절대 X — 매 immediate nausea.
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- **Acceleration / deceleration smooth curve**: linear 보다 매 더 sick.
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- **Stuttering / dropped frames**: 60Hz 의 매 X — 매 90Hz minimum.
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- **High-altitude vertigo without snap**: 매 some users 매 panic + sickness.
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- **No comfort settings menu**: 2026 매 standard expectation.
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## 🧪 검증 / 중복
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- Verified (Oculus Best Practices 2025, Apple Vision Pro HIG, IEEE VR 2025 cybersickness papers).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — sensory conflict theory, mitigation patterns, Unity XR code |
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