A properly designed HMD will have the display and lenses designed to work together, where every millimeter counts. If something isn't precise, it'll look "wrong" to you, even if you can't figure out exactly why.
I got a chance to try VR back in the '90s, when it was the latest buzzword. This was with a rig that probably had a price tag in the 6 digits. They were visiting our university, and had a sort of 2-player "game", in which you moved around in a wire-frame world and tried to shoot at your opponent. It was miserable. While it was 3D with depth perception, it didn't at all feel like you were there. The depth and scale didn't match reality. The headset was heavy and bulky. The frame rate was terrible, and laggy. Aiming the guns was a nightmare, since you had to do it visually based on how you saw the gun aiming in the 3D world, not where you knew your arm to be, and they didn't match at all.
The technology has come a long way since then. I bought the Rift on a whim, during the previous price drop back in February. I figured it would be a novelty, but I was willing to give it a shot. I expected it to just be a higher resolution version of what I tried in the '90s, with better graphics. I expected it to be 3D and fun to play around with, but I didn't expect it to actually be immersive, with a sense of reality, because I thought the technology still wouldn't quite be there. Well...
I WAS BLOWN AWAY. -- And I'm not so easily impressed. I get annoyed at the limitations of technology all the time. Sure, the resolution isn't great. And I wish it accommodated glasses better (I switched to a set of lenses from VR Lens Lab, and it's good enough for now). But honestly, the field of view is pretty good, and all of the UI text in ED is readable. And more importantly, not only do you really feel like you're there, because the depth perception is correct, but also it keeps up with you and the tracking is wonderful. There's no noticeable latency unless you shake it back and forth quickly, and even then you have to look for it.
TL;DR: I'm not easily impressed by my technological toys. The Rift impressed me.
I got a chance to try VR back in the '90s, when it was the latest buzzword. This was with a rig that probably had a price tag in the 6 digits. They were visiting our university, and had a sort of 2-player "game", in which you moved around in a wire-frame world and tried to shoot at your opponent. It was miserable. While it was 3D with depth perception, it didn't at all feel like you were there. The depth and scale didn't match reality. The headset was heavy and bulky. The frame rate was terrible, and laggy. Aiming the guns was a nightmare, since you had to do it visually based on how you saw the gun aiming in the 3D world, not where you knew your arm to be, and they didn't match at all.
The technology has come a long way since then. I bought the Rift on a whim, during the previous price drop back in February. I figured it would be a novelty, but I was willing to give it a shot. I expected it to just be a higher resolution version of what I tried in the '90s, with better graphics. I expected it to be 3D and fun to play around with, but I didn't expect it to actually be immersive, with a sense of reality, because I thought the technology still wouldn't quite be there. Well...
I WAS BLOWN AWAY. -- And I'm not so easily impressed. I get annoyed at the limitations of technology all the time. Sure, the resolution isn't great. And I wish it accommodated glasses better (I switched to a set of lenses from VR Lens Lab, and it's good enough for now). But honestly, the field of view is pretty good, and all of the UI text in ED is readable. And more importantly, not only do you really feel like you're there, because the depth perception is correct, but also it keeps up with you and the tracking is wonderful. There's no noticeable latency unless you shake it back and forth quickly, and even then you have to look for it.
TL;DR: I'm not easily impressed by my technological toys. The Rift impressed me.
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