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The biggest component that VR doesn't have is a way of simulating focal distances. Current VR headsets focus at a fixed distance of about 2 meters, which makes
by Miraste 5y ago
The biggest component that VR doesn't have is a way of simulating focal distances. Current VR headsets focus at a fixed distance of about 2 meters, which makes reading and examining close objects difficult and causes distant ones to appear flat and unreal. The world lacks part of what lets us see depth. Facebook has very impressive prototypes that solve this [0], but so far they've been unwilling or unable to manufacture them at scale.
VR headsets are also severely lacking in brightness and color depth compared to reality or even modern TVs, and they could always use more angular resolution, wider viewing angles, and higher refresh rates.
[0] https://uploadvr.com/half-dome-3-prime-time/ https://uploadvr.com/half-dome-3-prime-time/
- phkahler 5y ago>> Current VR headsets focus at a fixed distance of about 2 meters, which... Is no different than the vision problems most people over 50 have. In fact, I dont need my progressive lenses to read up close in VR. Are variable focal length eyeballs part of experiencing the 3d world? Yes. Can we live without it? Yes, and you will too some day.
- viciousvoxel 5y agoI'm not sure how this is adding anything to the conversation. My grandmother cannot tell the difference between SD and HDTV, let alone 4K/UHD, yet the difference is quite drastic to me and a higher resolution is certainly more realistic and immersive. Maintaining a visual experience that is as close to reality as possible is what sells the illusion. That's great that the bar is lower for you I guess, but not really helpful for literally the majority of the world.