Submitted by Neurogence t3_z6s6si in singularity
ArgentStonecutter t1_iy39ii4 wrote
Reply to comment by ZaxLofful in Why is VR and AR developing so slowly? by Neurogence
That's the same resolution as my Samsung Odyssey Plus from ...2017 I think, and only a 20 degree wider FoV. A slightly higher field of view is just a choice of optical components and means it'll have a lower effective resolution in pixels per inch.
It's no 16k.
ZaxLofful t1_iy3bus5 wrote
It doesn’t really need to be any better for the human eye…
ArgentStonecutter t1_iy3cysk wrote
Yeh, it does. It really does.
ZaxLofful t1_iy3dvco wrote
It can already convince the brain so throughly of what is being seen, that people are given vertigo….Others get motion sickness from being on a ship at sea.
The visual part of the game is solved, the problem you are struggling to grasp is that VR as just a headset cannot go much farther.
What is needed now is the rest of it, the ability to touch, feel, and move freely in the VR space.
These techs are being developed, but are extremely expensive.
The least of which would be the Omni One treadmill, supposed to happened sometime next year.
ArgentStonecutter t1_iy3iytn wrote
You posted the exact same message twice?
ZaxLofful t1_iy3j5k3 wrote
Yes?
ArgentStonecutter t1_iy3ma5s wrote
Don't.
ZaxLofful t1_iy4figk wrote
Imagine thinking I would care about your opinion on the matter of my post count….
apinanaivot t1_iy3d6ev wrote
It absolutely does. Valve Index PPD (pixels per degree) is 13. The human eye is 57 PPD.
Also Valve Index is a really bad bencmark, the Index came out three and a half years ago, and some valve employees have said that it was already two years old technology when it shipped. So it's pretty much 5 year old tech by now. The upcoming Valve Deckard headset is rumoured to have two 4K displays, having almost three times higher resolution than the Index.
ZaxLofful t1_iy3e3g7 wrote
It can already convince the brain so throughly of what is being seen, that people are given vertigo….Others get motion sickness from being on a ship at sea.
The visual part of the game is solved, the problem you are struggling to grasp is that VR as just a headset cannot go much farther.
What is needed now is the rest of it, the ability to touch, feel, and move freely in the VR space.
These techs are being developed, but are extremely expensive.
The least of which would be the Omni One treadmill, supposed to happened sometime next year.
ArgentStonecutter t1_iy3inah wrote
> It can already convince the brain so throughly of what is being seen, that people are given vertigo….Others get motion sickness from being on a ship at sea.
That's not because of technology, that's because humans.
I get vertigo playing Descent on a flat screen.
You don't need immersion-level resolution to create vertigo, so vertigo is no indication that your resolution is good enough. And 1440x1600 is absolutely not good enough. Far from it.
apinanaivot t1_iy3eda4 wrote
Valve is working on BCI technology that will solve motion sickness issues, and increase the immersion further (eventually to the sci-fi / Ready Player One level)
ZaxLofful t1_iy3fc5c wrote
If a person gets motions sickness when on a real boat, how is a VR headset supposed to cancel that?
I’m not talking about the “bug” that some people experience where it makes them sick, just using the headset…I’m talking about immersion.
Either way, I’m excited for the next steps in that article.
apinanaivot t1_iy3gavj wrote
By directly suppressing the issue inside your brain. You could wear a similar BCI without the display part on a boat and use it to cancel out the sickness.
> The feeling can already be suppressed artificially. “It’s more of a certification issue than it is a scientific issue,” explains Newell.
Basically the problem has to do with ethics and safety when having a direct communication with the brain.
ZaxLofful t1_iy3h2jx wrote
I think you are reading into it too much, they are talking about the artificial sickness caused by the disassociation of a headset; not actual motion sickness from real life motion.
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