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I can see why the current issues might bring someone out of immersion. But from somebody who owns a Vive, I think having a more personal experience is key to getting the most out of it (for now).

When you describe the binocular effect, I know what you mean, however my experience is that all those issues fade away once your brain "accepts" the inputs and starts filtering out the noise. How long did you get to demo the Vive? In my experience (and those I've demonstrated to) it takes a bit. These days, if I'm in an engaging game, I'll lose the peripheral darkness on an unconscious level in the same way I'll lose the world outside a monitor when playing an engaging PC game.




> When you describe the binocular effect, I know what you mean, however my experience is that all those issues fade away once your brain "accepts" the inputs and starts filtering out the noise.

Personally, as someone who owned and purchased some of the early HMDs of the 1990s - these kind of comments look "interesting" to me. I mean, people are complaining about the "low FOV and resolution" - when they clearly never had to use HMDs with 20 degree FOV and 320 x 240 resolutions...

Today's HMDs are things we only dreamed about (and those who could get close to this - well, those HMDs cost more than an automobile.

Regarding the "filtering out the noise" - we used to call this "seeing past or beyond the pixels". It was purely psychological or something going on (I think there were studies done on the effect). There came a point where you stopped noticing the pixels, and/or the low FOV - and it all just started looking much better than it did. The key, though, was to stop focusing on the issue - which some people couldn't.


> they clearly never had to use HMDs with 20 degree FOV and 320 x 240 resolutions...

Being better than what they had in the 90's doesn't mean it's good. It's still too low - like trying to view 4k content on a 720p display.

> The key, though, was to stop focusing on the issue - which some people couldn't.

Or the low resolution is thrown in your face. For example, attempting to view a virtual poster on a somewhat distant virtual wall. It's large enough that you should be able to read it, but the resolution is so low you can't.

Nothing pops you out of that immersion faster than having the fact you're looking at low resolution display thrown in your face.


It's an problem the medium has to solve the way every other medium handles it's technological constraints. Pop music production was partly a way to handle the constraints of AM radio. Opera's vocal style was the result of the clash of large venues, growing orchestra's and the desire for solo vocals.

If VR can't render readable posters then good artists will stop putting posters in VR.


Surely today's HMDs could be both much better than earlier generations, and not nearly good enough yet?


Yes, demoing things are using it every day are two different things. One issue for this tech is, you can show someone, they have to experience it - and for some things you need to actively use it to get your VR legs and really start being able to appreciate it.

The best analogy I have heard is that VR is experienced in layers, and the time it takes to settle into deeper and deeper levels is different for everyone.




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