News from IT House on July 19, how many friends from IT House will get dizzy when playing 3D games? Masahiro Sakurai, a well-known game producer at Nintendo, explained the principles of "3D dizziness" and some coping methods on his YouTube personal channel a few days ago: Masahir

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IT House news on July 19th, how many IT House friends feel dizzy when playing 3D games? Masahiro Sakurai, a well-known game producer at Nintendo, explained the principle of "3D dizziness" and some countermeasures on his YouTube personal channel a few days ago:

Masahiro Sakurai said that the 3D dizziness of games and the phenomenon of "motion sickness" encountered in people's lives are the same in principle, but the trigger mechanism is different .

News from IT House on July 19, how many friends from IT House will get dizzy when playing 3D games? Masahiro Sakurai, a well-known game producer at Nintendo, explained the principles of '3D dizziness' and some coping methods on his YouTube personal channel a few days ago: Masahir - Lujuba

It is reported that the principle of both and is that there is an inequity between the scene information obtained by the human eye (obtaining scenery and scenery, etc.) and the motion information captured by the inner ear organs (acceleration and shaking information of the human body), which leads to "3D dizziness" and "motion sickness" phenomenon.

Sakurai Masahiro also said that drivers usually do not get motion sickness when driving, because the driver's eyes are always on the road, so the human eyes can be synchronized with the inner ear organs. However, passengers do not always stare out the window. The human eyes cannot receive relevant scene information, but the inner ear always receives motion information, which leads to the phenomenon of "the driver does not faint and the passenger faints".

This situation applies to game players, means that the player's eyes can capture motion information, but the inner ear organs cannot receive the corresponding motion information, which leads to the phenomenon of "3D vertigo", which is commonly known as "3D dizziness" .

Sakurai Masahiro believes that in order to reduce the phenomenon of "halo 3D", players can try to use the third person to play if the game supports the third person when playing the game. In addition, players can also expand the field of view in the game (adjust the FOV angle of view of the game), or sit farther away from the screen (that is, expand the fixed background outside the monitor) , but the disadvantage is that the sense of game substitution will be reduced.

Masahiro Sakurai also warned game developers that they need to pay attention to "halo 3D" players. In the game development stage, the producers can provide special "3D vertigo" settings, such as reducing the shaking and bumping effect of the protagonist's perspective when walking (or driving) in the game, using fewer camera switches, providing third-person options and adjustable FOV field of view angles, etc.

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