'VR Literacy,' Doing Good In VR, And More: Immersive Gaming Panel At Immersed 2015

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Does modern VR scene simulation attempt to make the monocular 3D information consistent with the binocular 3D information? Motion sickness can occur when scene simulation relies solely on binocular 3D vision with no provision to account for monocular motion parallax and occlusion induced by horizontal head motion. To demonstrate monocular 3D vision, close one eye and look out a window while moving your head horizontally from side to side. I believe this is the Achilles heel of 3D TV. With head position sensors, the cure is straightforward but expensive.
 
"He feels that in the future, our virtual lives will be just as important to us as reality."

No. Virtual life should never be as important as real life. I like the idea of VR, as it has s more immersive, allows for new control inputs, and new experiences, but we don't need this to turn into second life.

Otherwise this was a good read. Games are certainly a driving force, if not THE driving force, but VR should be good for other stuff as well. I'm happy to see 90fps advocated as the minimum standard.
 


Gamers are certainly amung the early adopters of VR, but I don't think games are "THE driving force" behind VR.
In the coming year or two I think we'll see more people using VR for things like shopping for a new home (virtual tour before construction is complete) or rental homes/apartment browsing.
Concerts recorded on 360 cameras will be huge. Same goes for traveling to exotic desinations.

gaming will likely only be a small fraction of the overall VR market in just a very short time.


 


I don't know the answer to that, but I will have to remember that next time I speak to someone in the industry.
 
I don't know the answer to that, but I will have to remember that next time I speak to someone in the industry.
...or read the write-up you just posted... 😀
"Dr. Richard Marks believes that positional tracking is the key to making it work. VR without head tracking is not something you want to do, but having your head tracked naturally goes a long way to avoid VR sickness issues."
 


I misunderstood what he was talking about until you pointed this out.
 
I don't know the answer to that, but I will have to remember that next time I speak to someone in the industry.
...or read the write-up you just posted... 😀
"Dr. Richard Marks believes that positional tracking is the key to making it work. VR without head tracking is not something you want to do, but having your head tracked naturally goes a long way to avoid VR sickness issues."

Head tracking does not automatically resolve the monocular vs binocular issue. For example, intermediate objects can exhibit noticeable differences in scene occlusion between the left and right eye. Often, shortcuts are taken to reduce the rendering load. I was curious how much progress VR products have made in this area.
 
griegters, that's more a question about how powerful GPU's and computers are today. The best way to manage that is as always to control the detail in what you render. I don't that it's really a big issue as displays in VR head gears at most are two time QHD. Something an advanced GPU can handle quite well.
 
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