Line 39:
Line 39:
*[[autostereoscopy|autostereoscopic displays]], such as the one found in the [[Nintendo 3DS]]<ref name= anses />
*[[autostereoscopy|autostereoscopic displays]], such as the one found in the [[Nintendo 3DS]]<ref name= anses />
−
==Mitigations==
+
==Effect on software==
VR and AR hardware companies often ask software developers not to show virtual content too close to the user.<ref>{{Cite web |title=Comfort - Mixed Reality |url=https://learn.microsoft.com/en-us/windows/mixed-reality/design/comfort |access-date=2022-09-22 |website=learn.microsoft.com |date=19 October 2021 |language=en-us}}</ref><ref>{{Cite web |date=2019-08-26 |title=Magic Leap Developer - Game Design: Best Practices |url=https://ml1-developer.magicleap.com/en-us/learn/guides/best-practices-in-game-design |url-status=live |archive-url=https://web.archive.org/web/20220922071934/https://ml1-developer.magicleap.com/en-us/learn/guides/best-practices-in-game-design |archive-date=2022-09-22 |access-date=2022-09-22 |website=Magic Leap Developer}}</ref> However, this is only a software mitigation and often times the effect can still be noticed.
VR and AR hardware companies often ask software developers not to show virtual content too close to the user.<ref>{{Cite web |title=Comfort - Mixed Reality |url=https://learn.microsoft.com/en-us/windows/mixed-reality/design/comfort |access-date=2022-09-22 |website=learn.microsoft.com |date=19 October 2021 |language=en-us}}</ref><ref>{{Cite web |date=2019-08-26 |title=Magic Leap Developer - Game Design: Best Practices |url=https://ml1-developer.magicleap.com/en-us/learn/guides/best-practices-in-game-design |url-status=live |archive-url=https://web.archive.org/web/20220922071934/https://ml1-developer.magicleap.com/en-us/learn/guides/best-practices-in-game-design |archive-date=2022-09-22 |access-date=2022-09-22 |website=Magic Leap Developer}}</ref> However, this is only a software mitigation and often times the effect can still be noticed.