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VR sickness still applies, even if you have perfectly realistic rendering, infinite frame rate, infinite resolution, perfect tracking, and zero latency. It's ca
by randomidiot666 7y ago
VR sickness still applies, even if you have perfectly realistic rendering, infinite frame rate, infinite resolution, perfect tracking, and zero latency. It's caused by a discrepancy between the visual and vestibular systems. That problem cannot be solved by higher quality rendering.
- jobigoud 7y agoIt's only a problem if you are moving in the virtual world using a different method than what your body is using in the real world. If the VR world is a simple 1:1 mapping and you can walk around in it as you do in the physical space, there is no vection.
- randomidiot666 7y agoYes that's right. But that's a limited scenario. Not the true unbounded VR experience that we really wanted.
- K0SM0S 7y agoI was thinking more along the lines of neural connections, and you probably sitting in some comfy chair physically while roaming in your mind. You know, however sci-fi "solves" VR. I agree with your sentiment, current "let's put displays on a headset" approach seems way too old school to me. A 20th century (flawed) solution to a true 21st century problem (much more than elec. tech it's bio-extension, very rich cognitive interface).