One likely cause that's not mentioned so far, is that paradoxically the stomach doesn't produce enough acid. The sphincter usually closes when the stomach begins digestion, but this only happens if a certain pH threshold is reached. There are some receptors in the stomach that detect this pH level and signal the sphincter to close. The lower acidity output is typically caused by unhealthy diet and frequent meals. To fix it, apart from reducing the frequency of meals, you can ingest more acid, in the form of vinegar or lemon juice. This is counterintuitive but I can confirm it works, it helped me a lot to mitigate the problem.
Stress response depends vastly on the game. A lot of games will actually increase stress levels. Take Elden Ring for example, that game will make you sweat at almost every encounter. But it’s possible that this kind of exposure might make you more resilient to stress in the long tun.
this. I tried playing a variety of retro console games as an adult; most gave me unbearable anxiety within a couple minutes, especially platformers, side-scrollers and racing games.
With turn-based rpgs it came more slowly from the endless boring grinding.
Only non-timed puzzles were chill enough to play as a clinically anxious person.
Everyday goods becoming cheaper have significantly increased the quality of life of Americans. That trend will continue as energy becomes more abundant. Corporations can't monopolize profits on goods that are perfectly competitive.
What has decreased the quality of life, which offsets the above slightly and makes it appear as thought things aren't improving much, is goods that require domestic labor, such as education, whose price has outstripped CPI, and goods that have artificial regulatory capture which cause their price to be artificially high, such as insulin, and demerit goods such as opioids which detract from the utility of the customer.
I think one of the greatest barriers to VR adoption is not resolution etc. but motion sickness. It is caused by the conflicting signals the brain receives from the body and from the eyes. Currently the only way to get rid of it is through training, but I'm not sure how many people are willing to go through the process. It took me about a month to fully get rid of it, but I assume it vastly differs from person to person.
I got really sick playing wolfenstein in the early 1990's. After about three hours of play I threw up and had to lay down for the rest of the day. I was skeptical of doom when it came out, but the combination of a new computer and whatever work they did to speed up the rendering loop made it one of those games that I played for 15+ hour binges for a year or two at doom parties.
In the late 1990's I was part of an early VR motion sickness study at my uni, and I lasted about 20 mins before I refused to go any further, because I just wanted to get out before I threw up again.
So a couple years ago I was trying out all the new VR setups with the shorter head tracking->frame improvements, and I'm here to tell you I still get radically sick in any first person VR setup. 3rd person (moss, witchblood) i'm fine and can play for hours. But there is something about 1st person perspectives and i'm feeling it within a couple mins and I simply won't push myself to the point of throwing up again, its really miserable, its like being sea sick without the ability to stare at the horizon and feel better, or get quick relief upon return to dry land. It takes at least as long as I was immersed in it before I start feeling normal again.
PS: I also hate 24FPS movies, I find them really jerky even in a dark theater, with an actual projector. Especially pans just drive me bonkers, so maybe it was all the doom training/etc but I have a very low tolerance to low FPS video/games/etc.
Anecdotal evidence: I used to get motion sick in cars, but after playing hundreds of hours in Beat Saber on my Quest, no more. I can bear road trips just fine.
A lot of people have found motion sickness in VR is actually usually driven by refresh rate. They get sick because the screen doesn't update as fast as reality. If you have the chance to try a Valve Index, they have the ability (not default setting though) to go to 144hz, and you may experience way less sickness. The Quest and Quest2 can't go that high.
Not by motion in-game when you're body's not moving? I've tried the spider-man like swinging games, and I never got my "VR-legs" that other people got with it. I got seriously motion sick and had to sleep it off.
I only do VR games now where people don't have to developer "VR-legs" for it.
I do get motion sick in VR when I use games or apps that move you around like you are flying/walking. For Eleven Table Tennis and Demeo, there is no virtual movement, just physical. For Demeo there is very little virtual movement either.
Same with Golf+. Avoid the virtual walking/flying stuff and just occasionally teleport. No motion sickness.
Anecdotal but I knew many people who got motion sickness from last generation. None of the same people who has tried Quest has gotten it so it's definitely improving.
There's no easy way around it. I enabled continuous motion in a few games and practiced for a few minutes until I could no longer tolerate it. Try feeling the ground with your feet, that helps a lot. The interesting part is that when you lose motion sickness you also lose some of the VR immersion, it's like telling the brain "this is not real, it's the body you need to trust not the eyes".
Unsurprisingly I'm doing the same, and the file is also named 'links.txt'. Using tags however, instead of categorising. Problem is, I almost never get to read them, an issue that this app is trying to alleviate.
Signing commits is a local affair, you don't want to be uploading your private key to Github. You sign locally via command line and then push to Github where they get verified with your public key.
Not so many posts, but I did build my own blog engine for the sake of it.