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Other than that, did you try turn off the depth of field?
Maybe there is an imperceptible lag that certain games have that might be triggering motion sickness in people not otherwise susceptible to it in gaming. I don't know what would determine that lag, but perhaps it's something in the code or engine. Another idea is how the view 'shifts' when you look from one place to another. Maybe the blur or movement does not match what your eyes expect. Or maybe it is that the speed of the player and how he moves without reference to the terrain as if floating.
Here are links where developers developers discuss how to reduce motion sickness in games:
https://forums.unrealengine.com/development-discussion/vr-ar-development/1434744-some-map-designadvice-for-avoiding-motion-sickness-but-using-free-movement
https://www.brightdevelopers.com/9-tips-preventing-motion-sickness-developing-virtual-reality/
- I like the idea of a point of reference on the screen
https://www.reddit.com/r/unrealengine/comments/2xzw4x/anyone_else_getting_motion_sickness/
https://arstechnica.com/civis/viewtopic.php?f=22&t=440694
No matter what happens, I'll definitely recommend your next game. I just might not be able to play it. :)
https://www.youtube.com/watch?v=CvimYs7tnRM
It recommends:
- give option to remove motion bob
- dimming the screen
- high FOV (but that didn't work for me)
The video also recommends Journey as an example of a game where developers paid a lot of attention to motion sickness.
I did all the things that are suggested about it.
One thing you didn't bring up yet is motion blur, try to turn that off.
But then I'm really out of ideas!
If this were any other game I would just drop it, but Supraland is too fun to put down.
https://youtu.be/XEgkQ2EXGdA?t=2
I've been thinking of doing that with games that has bad crosshairs where it's not noticable enough, so it slows down aiming speed.