Will 8k VR be the salvation?

The want 8K by current VR community is based around the hardware, NOT the game resolution

E.g. the game renders 2x 1080p then is displayed on 2x 4k screens, screen door gone, current flat gaming texture resolutions - this in it's own is a big ask on a GPU, RAM and CPU, not mention hardrive speed.
VR currently is one the few times when fast RAM speeds matter.

Or how about they render the game at lower fidelity, but make smaller text more readable.
 
Or how about they render the game at lower fidelity, but make smaller text more readable.

A larger sweet spot of clarity is a must, also as mentioned above removal of the abundance of bloody god rays.
I haven't gotten around to checking the reviews of the latest Oculus lenses but finger crossed?
 
Render the games at current resolution but on a 5k or 8k VR panel per eye.

The biggest distraction right now is SDE and "fuzziness" in the distance because the pixels are still too large where the eye can see the wall of pixels, even on the new Samsung/Vive Pro screens.
 
I was at a Minecraft thing today with my daughter and they had about 60 Acer Microsoft MR headsets setup for the kids to try Minecraft VR.

I have to say, it made a pretty compelling argument for the ease, effectiveness, and price advantage of the MR headsets.

With Microsoft doing these mini convenientions all over the place, I bet these low-cost headsets wind up on a lot of kid's holiday wish lists. I wouldn't be at all surprised to see them take over the market in the next couple years.
 
I was at a Minecraft thing today with my daughter and they had about 60 Acer Microsoft MR headsets setup for the kids to try Minecraft VR.

I have to say, it made a pretty compelling argument for the ease, effectiveness, and price advantage of the MR headsets.

With Microsoft doing these mini convenientions all over the place, I bet these low-cost headsets wind up on a lot of kid's holiday wish lists. I wouldn't be at all surprised to see them take over the market in the next couple years.

The problem is VR is not good for developing eyes and can cause irreversible damage and low end devices do more damage than the quality devices like the Rift and Vive. :(

Kids need to be monitored and only spends short periods of time in VR till they get the eye issues taken care of or they grow up and their eyes stop developing. My eyes did not stop changing much until my late 20's
It is different for each person and even more different between men and women. But best not mess up your eyes for VR.

I am well past that now and I have no issues with VR games or the SDE on my Rift. Maybe it is because my eyes are so bad they are used to working hard to adjust to things.:lol:
 
I hope the one saving grace for VR has been the SIM community.

Playing DCS World in VR for me has been the reason why I got into computer gaming in 1994. The dream of one day having a realistic serious flight simulator at home.

After all these years, it's actually here. Now all I need is that Virpil HOTAS setup. :evil:

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The problem is VR is not good for developing eyes and can cause irreversible damage and low end devices do more damage than the quality devices like the Rift and Vive. :(

Kids need to be monitored and only spends short periods of time in VR till they get the eye issues taken care of or they grow up and their eyes stop developing. My eyes did not stop changing much until my late 20's
It is different for each person and even more different between men and women. But best not mess up your eyes for VR.

I am well past that now and I have no issues with VR games or the SDE on my Rift. Maybe it is because my eyes are so bad they are used to working hard to adjust to things.:lol:

Where is the research and how much time is required?

My kids don't spend hardly anytime in VR, but I know at least one parent that lets there 8 year old play a pretty large amount
The kid's eyesight seems fine.
 
I think both Oculus and Vive have disclaimers VR shouldn't be used by children under 13 or something like that.

But, it can be safe for kids as long as VR is used moderately. The concern is that VR may cause myopia (near sightedness) with extended VR use in Children, because they're spending so much time focusing on a screen two or so inches away.

https://www.digitaltrends.com/virtual-reality/is-vr-safe-for-kids-we-asked-the-experts/
 
I think both Oculus and Vive have disclaimers VR shouldn't be used by children under 13 or something like that.

But, it can be safe for kids as long as VR is used moderately. The concern is that VR may cause myopia (near sightedness) with extended VR use in Children, because they're spending so much time focusing on a screen two or so inches away.

https://www.digitaltrends.com/virtual-reality/is-vr-safe-for-kids-we-asked-the-experts/

If I recall correctly, the optical distance is more like 2 or 3 meters and was picked because that focal distance allows the eyes to be the most relaxed.
 
Where is the research and how much time is required?

My kids don't spend hardly anytime in VR, but I know at least one parent that lets there 8 year old play a pretty large amount
The kid's eyesight seems fine.

This article mentions that one reason for the age limits is because your brain needs to learn how to focus effectively. In a nutshell we have two focusing methods, one is sort of like a camera adjusting its image when its blurry, making small changes until it comes into focus. The other is our brain effectively just "remembering" where to focus when looking at something a given distance away. The first method works no matter what, but it's significantly slower.

The problem with VR is it has a fixed focal distance, but our brain still makes adjustments in focus based on the distance we're actually looking (or perceive ourselves to be looking anyway). But that doesn't work, so it ends up falling back on the first focusing method. Apparently for people who have long established their brain's focusing ability this doesn't matter, it's elastic and snaps back so once you're out of VR you'll go back to focusing normally, but it might be why sometimes after playing in VR for a while you'll feel "weird" afterwards.

The risk is in too young of a child who hasn't fully established the proper neural pathways, VR could basically prevent them from properly doing so. However, the understanding is also that this focusing method is already set in stone by around two years of age (think of how young baby's have more difficulty focusing on things), so it probably isn't a serious risk to anyone actually old enough to use a VR headset. But then again we don't know for sure, so...


Read the article for more details: http://doc-ok.org/?p=1602

I think both Oculus and Vive have disclaimers VR shouldn't be used by children under 13 or something like that.

But, it can be safe for kids as long as VR is used moderately. The concern is that VR may cause myopia (near sightedness) with extended VR use in Children, because they're spending so much time focusing on a screen two or so inches away.

https://www.digitaltrends.com/virtual-reality/is-vr-safe-for-kids-we-asked-the-experts/

Unfortunately, staring at a computer monitor probably has the same risk involved.
 
I was at a Minecraft thing today with my daughter and they had about 60 Acer Microsoft MR headsets setup for the kids to try Minecraft VR.

I have to say, it made a pretty compelling argument for the ease, effectiveness, and price advantage of the MR headsets.

With Microsoft doing these mini convenientions all over the place, I bet these low-cost headsets wind up on a lot of kid's holiday wish lists. I wouldn't be at all surprised to see them take over the market in the next couple years.

They are also getting allot of traction in the education sector's as they are considerably more affordable.
 
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