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I do vr projects for work occasionally and previously was in film when they were pushing stereo. Content makes a huge difference. On a flat screen the most dr
by pfranz 10y ago
I do vr projects for work occasionally and previously was in film when they were pushing stereo. Content makes a huge difference. On a flat screen the most dramatic space contrast is left-to-right, in stereo it's near to far. If you're exaggerating something you'd use those. It's way more fatiguing on your eyes to focus near to far, than left to right--it also takes like 10x as long for people to focus and recognize something that changes near-to-far.
FPS games are awful for VR when you move around with a joystick. Also, a lot of the "dramatic" things that get used to try and sell games make you dizzy. There's also some acclimation. They say devs are the worst subjects for testing of some vr demo will cause sickness.
I also think people underplay the motion sickness film and FPS video games can have on people who are unacclimated (FPS games didn't have big money pushing it in the early 90's and were on tiny, low res screens). I know I've felt motion sickness playing flight simulators and certain FPS games, especially at first. Movies like Blair Witch and Cloverfield were criticised for making people feel sick.
To address the focus problem, I've been wondering why there's not much talk about light fields for VR (maybe because of patents?).
- tomjakubowski 10y agoI don't know anything about this topic, but there was a demo/paper at SIGGRAPH 2015 of a light-field HMD. It was a pretty popular booth, for what that's worth: http://www.computationalimaging.org/publications/the-light-field-stereoscope/ http://www.computationalimaging.org/publications/the-light-f...