Quick answer: VR comfort bugs (nausea, eye strain) are subjective and hard to repro. A comfort-focused report flow captures motion data, settings, and time-of-day signals.

Comfort bugs aren't typical bugs. Specialized handling captures the right signals.

Capture motion history

Recent head motion at the time of report. Comfort issues correlate with motion patterns.

Comfort settings

Snap-turn vs smooth; vignette on/off; field of view. Settings affect comfort.

Session length

How long they'd been playing. Longer = more comfort risk.

Per-player calibration

Some players are more sensitive. Capture comfort history; correlate.

“VR comfort is a feature; bugs in it are real.”

If you ship VR, the comfort bug report is mandatory. Standard reporters miss the relevant data.

Related reading