Originally Posted by fastest finger:
“Gear VR only refreshes at 60 frames per second, which is simply too slow and causes the motion sickness. PSVR will be a minimum of 90 or even 120 frames per second.”
A common misconception - while the human eye can detect differences in frame-rate up to 120FPS, "real-life" data itself is actually only processed by the brain at 60FPS. For example, a car's wheels may appear to be spinning backwards even if it is moving forwards, and this is because they are spinning at more than 60FPS and our brain is trying to make sense of it. This explains it pretty well -
http://nerdist.com/your-brain-has-a-...s-pretty-slow/
Now I'm not saying the FPS has nothing to do with the quality of VR - after all, the more FPS, the more smooth the image will be. Refresh rate plays a part as well, and the Gear VR has half that of the PSVR.
However, when it comes to motion sickness, it's worth noting that motion sickness is often simply down to the perceived "otherness" of the virtual reality experience - you are effectively trying to trick your brain into believing you're somewhere you're not, doing something you're not. It's therefore not surprising that in some people this causes motion sickness, and it's not something you'll ever get over. Some people, for example, can't read or use any sort of handheld device while in a moving vehicle, without experiencing motion sickness, simply because of the mixed signals this sends to the brain. Your eyes, fixed on the book with the peripheral vision seeing the interior of the car, say that you are still. But as the car goes over bumps, turns, or changes its velocity, your ears disagree. This is why motion sickness is common in this situation. The driver of the car is generally least likely to suffer from motion sickness, because he not only has accurate sensory information from his ears, eyes and touch, but he is also controlling the car and can therefore anticipate turns, accelerations and decelerations. This position allows him to better calibrate his expectations of movement with the car's actual movement.
This is no different in VR. The motions you are experiencing through the headset are different to that you are experiencing in real-life. And no amount of changes in refresh rate, image quality, FPS, or anything else, will ever change that. No matter what Sony and all those with vested interests in new VR tech will tell you, if you are susceptible to VR motion sickness, then it is a biological reaction, and a £400 investment to "upgrade" your headset is not going to change that.