3 ms·
I haven't used VR devices too much but I believe the wiggling that you see in VR demos is not present when actually using the device. The device is simply adjus
by TooKool4This 6y ago
I haven't used VR devices too much but I believe the wiggling that you see in VR demos is not present when actually using the device. The device is simply adjusting the perspective to match your head motion and so the actual user is not seeing the wiggling but in the demo it appears that the view is wiggling to the watcher.
But I agree that wiggling is off putting. I think VR demos should low-pass filter the output to some degree to give a more realistic perception of what VR is like.
- kanetw 6y agoI wonder if a separate camera for pancake with a larger FOV would help, with the translation (e: and rotation) matrix lowpass-filtered from user orientation.
- TooKool4This 6y agoNot sure what you mean by pancake. But I feel its mostly rotational motion that is perceptible in VR demos rather than translational motion. I suspect that's because a small rotational motion results in a large shift in perspective for objects in the world that are some distance away from the camera while small translational movements don't really result in a significant perspective shift. Would be interested in seeing what research into human head motion while sitting/standing/walking/etc. shows though.
- kanetw 6y agoPancake is the 2D view observers see when they're looking at the monitor (i.e. that what gets recorded). Yeah, both rotation and translation would be filtered in the idea I had, so that small wiggling motions aren't as visible.
- gpm 6y agoI've seen "motion smoothing" options for VR spectators in some games - not entirely sure that's what they do, but I assume it is.