How to Get Rid of VR Sickness: Prevention & Relief

VR sickness, often called cybersickness, is a form of motion sickness caused by mismatched sensory input. This discomfort arises from a conflict between what the eyes see and what the inner ear, or vestibular system, registers about the body’s movement. When the visual field shows movement (such as running or flying in a game) but the body remains physically still, the brain receives contradictory signals. The resulting confusion can manifest as symptoms like general discomfort, dizziness, and nausea. Understanding this sensory conflict is the first step toward mitigating it, and by implementing specific preparation, calibration, and in-moment techniques, users can significantly reduce their susceptibility.

Pre-Session Preparations and Environmental Control

Preparing the body and the physical environment before even putting on the headset can significantly reduce the likelihood of experiencing discomfort. Hydration is a simple yet powerful preventative measure, as dehydration can contribute to headaches and general malaise. Users should also avoid heavy or greasy meals immediately before a session, as an overly full or unsettled stomach can heighten the feeling of nausea.

Some people find success with over-the-counter anti-nausea aids taken about an hour before playing. Ginger, in the form of capsules, chews, or ale, is a natural option widely recommended for its antiemetic properties. Alternatively, motion sickness medications like dimenhydrinate (Dramamine) can be used as a stronger preventative measure for those who are particularly susceptible.

Controlling the immediate physical environment also provides tangible anchors that counteract the virtual illusion. Directing a fan toward the play area is a highly effective, low-tech solution. The fan provides a cooling effect, which helps to mitigate symptoms like sweating that often accompany nausea, and the constant airflow offers a real-world sense of direction and grounding. Additionally, ensuring the room temperature is cool and the play space is clear of hazards removes physical stressors.

Adjusting VR Settings and Hardware Calibration

Technical configuration of the headset and software is a primary defense against VR sickness, as it directly minimizes the sensory conflict. Calibrating the Interpupillary Distance (IPD)—the distance between the centers of your pupils—is one of the most important hardware adjustments. When the IPD is set incorrectly, the eyes must strain to properly fuse the two images displayed by the headset, which can quickly lead to eye strain, headaches, and ultimately, nausea.

The refresh rate and frame rate are equally important technical factors directly tied to user comfort. Low frame rates, where the virtual image updates too slowly, are a major trigger for sickness, as the delay between a real-world head movement and the virtual environment’s response creates a jarring mismatch. A high refresh rate, typically 90 Hz or 120 Hz, ensures the visual experience is smooth and reduces motion blur, making the virtual movement feel more natural to the visual system. When a computer struggles to maintain a consistent high frame rate, lowering in-game graphics settings is preferable to maintaining visual quality.

Many VR applications also feature built-in comfort settings designed to lessen the sense of unnatural movement. Vignetting, sometimes called the “tunneling” or “blinder” effect, is a common feature that darkens or shrinks the peripheral view when the player moves. By obscuring the edges of the vision, this technique reduces the amount of visual flow that contributes to the illusory sense of motion (vection). Using a teleportation locomotion method, which instantly warps the player to a new location, is also significantly less likely to cause sickness than continuous, smooth movement controlled by a joystick.

In-Moment Strategies for Immediate Relief and Acclimation

The most important strategy for in-moment relief is to immediately stop playing at the first sign of discomfort. Attempting to push through the initial feelings of nausea or dizziness is counterproductive and can condition the brain to associate VR with sickness. If symptoms begin, removing the headset and sitting down with eyes closed for a few minutes can allow the vestibular and visual systems time to re-synchronize with the real world.

When movement is required in a VR game, certain in-game techniques can be used to manage the risk. Choosing “snap turning,” which rotates the view in small, quick increments, is superior to “smooth turning” for comfort, as the instantaneous change in view is less disorienting. Furthermore, physically turning the entire body in the real world when changing direction helps to align the signals sent by the inner ear and the eyes, minimizing the sensory conflict.

For long-term relief, the most effective approach is a gradual acclimation process, often called earning your “VR legs,” which builds tolerance over time. New users should begin with short, frequent sessions, limiting play to 10 to 15 minutes at a time and starting with games that feature minimal movement, such as seated or stationary experiences. Over days or weeks, the duration of play can be slowly increased by five-minute increments. This controlled, progressive exposure teaches the brain that the visual signal of movement is not a true threat, eventually reducing the reflexive nausea response.