A problem with virtual reality is that the physical area is constrained to the size of the tracking area. There<br/> are many techniques used to circumvent this <br/> problem, commonly referred to as redirection <br/> techniques. One technique involves rotating the user <br/> more or less in the virtual world than in the physical <br/> world; this technique is referred to as rotation gain.<br/> Psychophysical experiments conducted by Frank<br/> Steinicke et. al. and Evan Suma et. al. sought to <br/> uncover people’s ability to detect the usage of <br/> rotation gain. The experiments came to different <br/> conclusions on what levels of rotation gain can be <br/> applied without being detectable to users.<br/> This project investigates how some variables affect <br/> the perceivability of rotation gain in psychophysical <br/> experiments. The variables investigated are the <br/> effects of the amount of visual stimuli in the virtual <br/> environment, the scenarios’ effect on each other, the <br/> effect of decreasing the Field of View and the effect <br/> of increased system latency.<br/> The results were evaluated by using psychometric <br/> functions to estimate the Point of Subjective Equality <br/> (PSE) and the Detection Thresholds (DTs). The PSE <br/> is the rotation gain value that represents what the <br/> test participants perceive as being the natural <br/> rotation speed. The DTs represent how confident the <br/> test participants are in their estimation of whether the <br/> rotation is too slow or too fast.<br/> The results varied overall, but the position of the <br/> PSEs shifted relative to the scenarios that test <br/> participants were exposed to, and the DTs only <br/> changed when the test conditions or virtual <br/> environment was drastically changed. The specific<br/> cause of the difference between the two experiments <br/> by Frank Steinicke et. al. and Evan Suma et. al. was <br/> not found.