Humanity first dabbled in virtual reality a couple decades ago, but only in the last few years has VR technology really taken off. A plethora of startups and established companies are getting into VR, including Oculus. Some early VR experiences are still a bit hard for consumers to swallow — specifically, they can cause the reverse of swallowing. If you’re worried about VR nausea, Oculus founder Palmer Luckey has three things you should watch out for. According to a recent interview with Luckey, changes in velocity are one of the most common things VR developers fail to take into account. A VR experience that makes you feel like you’re moving at a high speed is fine, but repeatedly changing velocity can cause people to get sick — and it’s specifically the changing that does it for most people. Going from high speed to stopped in an instant won’t cause problems most of the time.The second potential vomit trigger is the way the camera is controlled. VR takes over your entire field of vision, so it’s different than looking at a regular screen. Many standard games will let the player grab the camera and point it wherever they want, even if that’s not connected to what the character is doing. If you do that in VR, the movement doesn’t match what your vestibular system (sense of balance and spatial awareness) is expecting. That can make you feel sick quickly. The last point is rather common sense. Spinning can make you sick in VR just like it can in real life, but it can happen faster. It’s similar to the situation above. Your vision says that you’re spinning, but your inner ear says you’re not. The mismatch is extremely disorienting, and there’s no easy way to fix that, unlike the camera that can just remain tied to your head movements. You’d need to actually be spinning in real life to counter this one. Maybe that’ll come with the Oculus 2.