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I have never experience it myself either, but I saw a lot of students that experienced it in the VR lab. Especially people who had not 100% eye-sight on both eyes had a lot of troubles.

So it is a serious problem, and VR won't fly in consumer space until this is fixed. Important is also the head-tracking, and a low input latency as well as a high display refresh rate. So VR might be a fade like 3D TV, and augmented reality displays like the former Google Glass could be the winner. But who knows.




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