My biggest problem with VR, and 3D goggles in general, is that eye-accomodation is not necessary in the virtual world, with current technology. This means that the eye will get lazy if goggles are used too often.
Correct. But considering this is just first-generation consumer VR, I would expect this to improve.
For example, here's a prototype[1] using two layered panels to achieve a continuous 4D Lightfield. This allows your eye to naturally accomodate and see the scene with proper depth of field. Just a prototype, yes, but perhaps we could see this in consumer tech in a few years.
Accomodation-vergence mismatch is definitely one of the worst parts of current generation VR, but I've seen a few promising solutions.
I have a lazy eye. If I do some eye exerices every so often, my eye isn't lazy. Watching a 3D movie or using properly calibrated VR goggles has the same effect as my exercises.
What you're thinking talking about is the discrepancy between the eye lens focus and the stereoscopy focus. Luckily, it doesn't cause lazy eyes. Some people can naturally seperate the two and everyone else gets headaches.
From what I've heard, keep in mind I have a bad memory and am not an expert, your eyes are supposed to work just as much if not more than while using a regular screen. You will focus your eyes all over, while on a 2d screen, you keep your eyes on the same position (center of screen, 20 inch away) for the duration of your gameplay.
And once you hit my age, your have have stopped accommodating for quite a while. I also wear glasses with two quite different prescriptions. I wonder how many of the VR systems will work for me.
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My biggest problem with VR, and 3D goggles in general, is that eye-accomodation is not necessary in the virtual world, with current technology. This means that the eye will get lazy if goggles are used too often.
Correct. But considering this is just first-generation consumer VR, I would expect this to improve.
For example, here's a prototype[1] using two layered panels to achieve a continuous 4D Lightfield. This allows your eye to naturally accomodate and see the scene with proper depth of field. Just a prototype, yes, but perhaps we could see this in consumer tech in a few years.
Accomodation-vergence mismatch is definitely one of the worst parts of current generation VR, but I've seen a few promising solutions.
[1]: https://vimeo.com/128641900
I have a lazy eye. If I do some eye exerices every so often, my eye isn't lazy. Watching a 3D movie or using properly calibrated VR goggles has the same effect as my exercises.
What you're thinking talking about is the discrepancy between the eye lens focus and the stereoscopy focus. Luckily, it doesn't cause lazy eyes. Some people can naturally seperate the two and everyone else gets headaches.
From what I've heard, keep in mind I have a bad memory and am not an expert, your eyes are supposed to work just as much if not more than while using a regular screen. You will focus your eyes all over, while on a 2d screen, you keep your eyes on the same position (center of screen, 20 inch away) for the duration of your gameplay.
You are talking about a different kind of eye-movement/muscle-group.
I'm talking about accomodation (the mechanism the eye uses to focus near and distant images with equal sharpness on the retina).
That mechanism (not the muscles, but the part of the brain responsible) will get lazy.
And once you hit my age, your have have stopped accommodating for quite a while. I also wear glasses with two quite different prescriptions. I wonder how many of the VR systems will work for me.