It is known that some Virtual Reality (VR) head-mounted displays (HMDs
) can cause temporary deficits in binocular vision. On the other hand,
the precise mechanism by which visual stress occurs is unclear. This
paper is concerned with a potential source of visual stress that has n
ot been previously considered with regard to VR systems: inappropriate
vertical gaze angle. As vertical gaze angle is raised or lowered the
'effort' required of the binocular system also changes. The extent to
which changes in vertical gaze angle alter the demands placed upon the
vergence eye movement system was explored. The results suggested that
visual stress may depend, in part, on vertical gaze angle. The proxim
ity of the display screens within an HMD means that a VR headset shoul
d be in the correct vertical location for any individual user. This fa
ctor may explain some previous empirical results and has important imp
lications for headset design. Fortuitously, a reasonably simple soluti
on exists.