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> 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.




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