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[TT] Reality Razer's new HDK 2 VR headset matches Oculus Rift specs for $200 less - Page 4

post #31 of 32
Quote:
Originally Posted by Dienz View Post

I'm not usre if it's been brought up or talked about in other threads but it occurred to me that despite how well VR sets track head movement, the user's view is still jerky and doesn't mimic real life... I can move my head around but my vision remains stable when I'm either 1) not moving my eyes or 2) focusing my vision on one object. Either of these remain true regardless of typical head movements.

However, due to saccadic masking my vision will also remain stable. It seems to me that wearing a VR headset completely negates the natural mechanisms for ocular stability, including saccades.

Has anyone thought about this? Have VR developers taken it into account? I haven't actually used a device yet so I'm only seeing (lol) one side of the picture. For anyone who has a VR device, does your focus stay on the center of the presented imagery or do you find yourself looking around the 'inside' of the device before you turn your head? How does it feel?

Until you actually put a rift or vive on, VR cannot be explained. Go find a demo is my best suggestion. VR becomes very natural very quickly, you won't even think about doing stuff.

Most people who have never experienced VR will have the first impression of "This is blurry and I can see pixels" followed by "this FOV is like looking through goggles".. This will be the biggest problem most people have. Here's a very rough comparison of what it will look like: http://vr.mkeblx.net/oculus-sim/ (click 1920x1080, then click low persistent). The vive and rift currently are in-between the 1440p and 1080p setting.

4K VR will be amazing, but I bet we still have 2 years.
Edited by Murlocke - 6/15/16 at 8:50am
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post #32 of 32
I'm not sure what to think about that simulator. I don't think my GearVR with an S7 edge looks as bad as that CV1 simulation. Maybe it just doesn't seem that bad once you get into using it.
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