
Many gamers report experiencing motion sickness in first-person shooter (FPS) titles. While favorites like Call of Duty and Cyberpunk typically don't trigger symptoms, others such as Borderlands and Metro can lead to feelings of nausea and dizziness after just 20-30 minutes of play.
Various factors contribute to motion sickness among players, with notable ones including Field of View (FOV), camera effects, and gameplay design.
Field of View (FOV): Players emphasize that a lower FOV can significantly heighten discomfort. Some recommend adjusting it to maximize comfort.
Camera Effects: Features like head bobbing, camera shake, and motion blur can exacerbate symptoms. A player stated, "Head bobble can kinda affect me, but low FOV hits harder."
Gameplay Design: One gamer pointed out that diegetic gameplay, which reduces HUD visibility, can escalate motion sickness. For example, experiencing the video game Mirrorโs Edge stirred nausea, while extensive use of a map in Metro did the same.
Many players are sharing their insights online. One noted, "The absolute biggest culprit for me is the Far Cry series. I canโt even watch a video of those games without getting sick." This sentiment is echoed by others who find themselves dizzy or disoriented after playing certain titles.
Other players recommend simple adjustments to settings:
FOV: Increasing the FOV can help ease discomfort.
Camera Effects: Disabling excessive motion effects often leads to a more enjoyable experience.
Sensitivity Variation: Personal sensitivity to motion sickness varies, urging players to test and customize their settings.
Adjusting settings can make a significant difference when gaming. Players suggest that experimenting with FOV could mitigate issues. One user shared, "Try zooming out the FOV if itโs feasible in those games."
โ๏ธ High FOV: A broader field of view may prevent nausea.
๐ช๏ธ Camera Tweaks: Turning off motion effects can improve comfort.
๐ค Personal Needs: Each player's comfort varies, necessitating some trial and error.
As 2025 progresses, developers are becoming increasingly aware of motion sickness issues. A report suggests around 70% of gamers may experience it at some level, driving a push for more adjustable settings in games. Gamers anticipate more standard comfort options, making it easier to modify FOV and camera effects without digging through menus.
Gaming has a historical association with motion sickness. The 1980s VR boom experienced similar challenges, prompting companies like Nintendo to implement changes based on user feedback. This historical connection illustrates the ongoing struggle for comfort in gaming, as both technology and player needs evolve.