4 ms·
I suspect (speculate) that the issue is with normal vision being a sequence of saccades, wherein you don't actually see anything between point A and point B, vs
by DigitalJack 10y ago
I suspect (speculate) that the issue is with normal vision being a sequence of saccades, wherein you don't actually see anything between point A and point B, vs most VR which is a smooth glissando between points.
I heard of one hack, for minecraft or something, that snapped view angle increments to 30degrees or something like that, and it was helpful. That would simulate saccading.
Expect a lower point of view frame rate (vs animations that don't change point of view) would be helpful. i.e. smoothly move whatever is in your hand, or that pig on the landscape, but turning your head triggers saccade emulation.
- dpark 10y ago> I suspect (speculate) that the issue is with normal vision being a sequence of saccades, wherein you don't actually see anything between point A and point B, vs most VR which is a smooth glissando between points. Why would your eyes not saccade when wearing a VR headset? The screen isn't the source of saccades. Your eyes are.
- DigitalJack 10y agobecause your eyes are looking straight ahead for the most part. It's like seeing the world through a narrow view point like binoculars (sans magnification). You can dart around within that narrow window, but mostly you are looking around by turning your head. You are subjected to more visual motion than you would in real life.
- dpark 10y agoYour eyes still saccade when you turn your head. If your headset is causing your eyes to stop saccading properly, I'd expect that means it's not rendering fast enough. I also don't see how adding jitter to the turning would fix this. That seems like it would just cause major disorientation. Maybe I'm totally off though.
- DigitalJack 10y agoI was at the mall and had a chance to try out an occulus rift. It was a very pleasant surprise. My speculations were completely wrong, it felt very natural.