As opposed to rendering to a 2D display, where the target framerate is 60fps or higher, Oculus encourages developers to always hit the 90fps mark in their guidelines https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-performance-guidelines/ . This is actually much harder to do than on a traditional display, because every mesh is drawn twice since you need to render two views, each from the perspective of one eye (which are in different locations in world space).
arjunsrinivasan1997
Why do VR games and headsets require a much higher frame rate in order to reduce motion sickness when compared to traditional displays
knguyen0811
I believe Oculus mandates higher frame rates because it ensures that the simulation behaves or reacts to our actions in a manner that meets our sensory system's expectations. If the frame rate is not high enough to meet these expectations, delayed responses in the headset can result in motion sickness.
As opposed to rendering to a 2D display, where the target framerate is 60fps or higher, Oculus encourages developers to always hit the 90fps mark in their guidelines https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-performance-guidelines/ . This is actually much harder to do than on a traditional display, because every mesh is drawn twice since you need to render two views, each from the perspective of one eye (which are in different locations in world space).
Why do VR games and headsets require a much higher frame rate in order to reduce motion sickness when compared to traditional displays
I believe Oculus mandates higher frame rates because it ensures that the simulation behaves or reacts to our actions in a manner that meets our sensory system's expectations. If the frame rate is not high enough to meet these expectations, delayed responses in the headset can result in motion sickness.