VR optics and why inter-pupillary distance (IPD) means too many things
tomforsyth1000.github.io
tomforsyth1000.github.io
This is the most amazing anecdote in the article to me. Is the brain able to use this reversed-perspective data to determine distance and scale, or does it give up and pick a single eye? Is it like those glasses that flip your vision upside down, in that you'll get used to it after a week, and have to readjust to the way things normally are afterwards?
https://en.wikipedia.org/wiki/Hollow-Face_illusion
When I was playing an early version of HL2 VR if you walk right up to the wall, the crowbar you are holding goes through it but the wall stays at the same distance. A very weird feeling.
here's a good howto on measuring your ipd to get it right: http://doc-ok.org/?p=898
Of course it does; obviously the slider doesn't move your pupils. But it's meant to compensate for your personal average IPD. I think you're right that the collimated images section probably explains the result, though.
That's not to say quality doesn't matter. My undergrad is in physics, and the quality of the oculars in a clinical microscope puts to shame pretty much everything else I've seen. Even telescopes at the tops of mountains aren't as nice, ergonomically.
Except I must have made something super-sensitive in my visual system, to the point where now it’s almost TOO easy to stereo-fuse repeated patterns — though having said that, my visual system is kind of different I think anyway. Now if I see repeated patterns I’ll start getting phantom stereo fusion if I keep my eyes looking at one spot and relaxed too long. It’s not distressing or anything, it’s just really unusual.
Nearsightedness is often caused by the eyeball developing to be too long. It’s actually dramatically increased in some places in Asia, where 90% of schoolkids can be nearsighted. [1]
There’s a lot of research pointing towards biological processes involving contrast (which is probably a decent proxy for focus) being involved in eye development, with maybe different visual stimuli (due to more time spent indoors) being a potential cause of the increased myopia rates because it doesn’t activate the specific mechanism in the right way. [2] [3]
[1] http://healthland.time.com/2012/05/07/why-up-to-90-of-asian-...
[2] https://www.sciencedirect.com/science/article/pii/S004269891...
Whatever your eyes have you will bring with you in VR pretty much.