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Holographic displays are one approach being studied for use in VR/AR headsets. My understanding is that they may help solve the vergence-accommodation conflict,
by thorum 6y ago
Holographic displays are one approach being studied for use in VR/AR headsets. My understanding is that they may help solve the vergence-accommodation conflict, which causes a lot of the motion sickness, headaches, eye strain and other issues people have with VR:
https://xinreality.com/wiki/Vergence-Accommodation_Conflict https://xinreality.com/wiki/Vergence-Accommodation_Conflict
Current headsets use two flat screen displays positioned a fixed distance from your head showing two slightly different 2D images. This tricks your brain into thinking you're seeing a 3D environment with objects closer or further away than the displays actually are, but some parts of your visual system are not fooled - leading to a conflict where your eyes try to focus and adjust to what you're seeing in two different ways at the same time.
Holographs may be able to provide more depth cues to each eye, helping to convince the visual system that the images are real.
- WhatIsDukkha 6y agoYou are making a bold and incorrect claim. """vergence-accommodation conflict, which causes a lot of the motion sickness, headaches, eye strain and other issues people have with VR""" This is untrue. It actually a pretty minor amount of the issues. There are individuals that suffer from this disproportionately but the estimates I've seen were in the low single digits. The major issues are in the source to the link you posted - http://doc-ok.org/?p=1602 http://doc-ok.org/?p=1602 """Accommodation-vergence conflict is the one remaining aspect of vision that is not simulated by current VR headsets. While it is not as big a deal as simulator sickness induced by poor tracking, high latency, or artificial locomotion, """ These are the major sources of vr discomfort which are increasingly handled by the baseline vr specification being increasingly in the reach of more and more hardware systems. I'd also note that as the poor tracking and high latency issues have disappeared people have found they are comfortable with radically wider ranges of artificial locomotion styles. At this point, in my opinion, the utter uselessness of any text based applications (ie what people actually DO all day long) is what is holding VR back. The resolution needs to scale up fairly radically. This monitor may have better text results but its not clear what the boundaries of it as a 3d display are as I haven't seen a review from knowledgeable sources (Oliver Kreylos/ docok is one of the people that I'd like to hear from).
- outworlder 6y ago> artificial locomotion That's the biggest culprit. Some people even get nausea without VR headsets. There was a presentation at the California Academy of Sciences where the camera was panning as if it was travelling. A few people nearly barfed. I wonder how much of it is training. Lots of people are ok with flight simulators, or simulated cars, train rides, etc. It's mostly when they think they are moving that the problem presents itself. > At this point, in my opinion, the utter uselessness of any text based applications (ie what people actually DO all day long) is what is holding VR back. In non-gaming scenarios, yes. Resolution could be better. However, it is not so bad at all. You need bigger "displays" in VR than what you would have in real life, but you can code alright. I would personally prefer lighter, less intrusive devices, even if the resolution was the same.
- WhatIsDukkha 6y agoThe user moving themselves around the world is artificial locomotion. In vr, taking the camera control away from the user (as if in a film or cutscene) is an absolute no go and whoever did that in the example you experienced should be professionally embarrassed and apologize to the people they put through that.