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That wouldn't account for the fact that the lenses in your eyes are physically trying to focus on a different plane because of other cues in the scene. If you l
by noio 9y ago
That wouldn't account for the fact that the lenses in your eyes are physically trying to focus on a different plane because of other cues in the scene. If you look at a close by object in VR (like say the gun you're holding) your eyes will automatically try to accommodate to render nearby objects sharp. By doing so they will actually make the gun blurrier, because it (like everything else) is rendered on a medium-distance plane, while your eyes are cued in to focus on a nearby object.
Or did I get that completely wrong?
- russdill 9y agoThat's why you'd need to have the rendering engine blur things that should not be in focus. From what I understand on how the medical systems work, you'd shine an IR light into the user's eye. The return from the light would allow you to measure the focal distance of the eye. You'd then adjust the lenses of the headset so that the display is exactly that focal distance away. The focal distance of the eyes would get passed to the renderer. The renderer would do proper focal distance bluring to objects that are not at the correct focal distance. The main limitations would likely be the measuring of eye focal distance in realtime, having lenses respond to it in real time, and the possibility that the always in focus screen door effect would cause issues.
- russdill 9y agoOh, and accommodation really helps your eyes speed up focusing. Try focusing on things near and far with both eyes, and then only one eye. You can still do it with just one eye, but it goes much faster with 2.
- dTal 9y agoI think you missed the part of the parent comment where it says "change the entire focal depth of the display to keep it always in focus". What you have described is how VR headsets currently work, and the entire problem the parent comment's proposed system addresses.
- russdill 9y agoI'm not explaining very well then. Current VR headsets are only in focus at a single focal length. I'm describing a display that would magically be in focus at every possible focal length. The lenses would respond to your eye's current focal depth to keep the display always in focus, no matter how near or far your eyes are attempting to focus.
- russdill 9y agoI think this might also help a bit with edges of the display not being in focus assuming you also had eye tracking. You could always be sure that the center of your gaze was in focus. You'd still have issues with the edges of vision being out of focus, asymmetrically at that.
- dTal 9y agoCrossed wires? I was replying to noio, not you. Your first post was quite clear enough. For what it's worth, I think it's quite a good idea. Since my entire contribution to this thread seems to be to gently correct people who did not read the comment they're replying to carefully enough (a regrettably frequent occurrence I'm sure I'm guilty of myself from time to time), I would like to take this opportunity to exhort the HN community to please make it a habit to reread and attempt to a understand a comment before replying. It's a luxury we don't have in spoken conversation, so let's make it count here. Also, by the way, you can edit posts; it's better to do this than clutter up the thread by replying to yourself.