Sony VR Headset/Project Morpheus/PlayStation VR

Speaking of VR virginity, just the other day I tried an actually well recorded VR porn video using a good player (MobileVRPlayer on iOS), and although the girls are totally not my type, it certainly had something.
TMI
 
I have glasses/contacts with ~-3 (also large astigmatism on one eye)
looking at VR with contact lenses/glasses didnt work for me (then again my are not designed for near vision) I can see perfect (except for astigmatism in one eye) without correction in the ~10cm range, so just view VR without any eye correction, perhaps try that. Can you read a book without contactlens/glasses then you're good to go
I can read a book with contacts and glasses but with any correction can't focus very well closer than ~20 cm. Without contacts and glasses I have no problem focusing near.
Might need to use VR without glasses/contacts.
 
I can read a book with contacts and glasses but with any correction can't focus very well closer than ~20 cm. Without contacts and glasses I have no problem focusing near.
Might need to use VR without glasses/contacts.

VR headset usually put objects around 1m away from you thought.
 
So you're not focusing on the screen that's some centimeters from your face, because of the lenses in the headset? Then I should be ok with contacts or glasses.
I'm near sighted with some presbyopia that's been creeping in the recent years (yes, I'm well over.. umm.. 30.)
 
Because of the way you do depth perception, you focus in the distance as normal. The VR display and lenses provide you with the correct slightly different camera angles for right and left eye to allow your brain to construct the depth perception
 
HMDs have you focusing as you would at infinity because the lenses collimate the light. In VR your accommodation reflex is always relaxed/neutral, unlike if you were actually focusing on an object that's <1.5m. This is also why there's a vergence/accommodation conflict when virtual objects get very close in VR.
 
VR headset usually put objects around 1m away from you thought.
It might 'appear' to be floating a meter away (I have no idea) all I can say is if it was a meter away in real life it would be blurry to my eyes, my vision goes up to ~30cm before things start getting blurry, I willing to bet rabidrabbit will be able to see VR clearly without any vision correction. I wonder how common the 'problem' is though of ppl trying it at a demo/tradeshow with contactlenses and going this sucks its blurry and then assuming thats how it looks like normally, do they advertise 'you may want to remove your contact lens before use'
 
I'm moderately near-sighted myself and manage to handle VR without any correction, but I suspect a great deal of that is due to the incredibly low angular resolution of the displays. When you're talking about something that's maybe 1/10-1/20th the perceived resolution of the average consumer device with a display, the difference between being in focus and out focus for most people amounts to whether you can discern fine details like the manufacturing irregularities of different subpixels, not your ability to tell what color a particular pixel is relative to its neighbor. I can't speak for cardboard devices, as the lenses and the distance between the lenses and screen is not standardized nor manufactured with tight tolerances, but be aware that those are going to directly impact what your eyes are having to do (or not do) in order to bring the image into focus.

Some nice reading: http://doc-ok.org/?p=1349 (relating to perceived resolution and VR visual acuity), and http://doc-ok.org/?p=1360 (relating to VR optics)
 
It might 'appear' to be floating a meter away (I have no idea) all I can say is if it was a meter away in real life it would be blurry to my eyes, my vision goes up to ~30cm before things start getting blurry, I willing to bet rabidrabbit will be able to see VR clearly without any vision correction. I wonder how common the 'problem' is though of ppl trying it at a demo/tradeshow with contactlenses and going this sucks its blurry and then assuming thats how it looks like normally, do they advertise 'you may want to remove your contact lens before use'
As long as you use - contact lens, you should be fine.

But if try use + contact lens, everything should be blurry.

Although personally I have not known anybody using + contacts. They usually just use "reading glasses" that have + part on the half of the lens, and the other half is neutral.

Edit:

I don't mean the object appear 1m away.

I mean the focus is 1m away.

The virtual objects can be placed at any arbitrary distance.
 
I'm moderately near-sighted myself and manage to handle VR without any correction, but I suspect a great deal of that is due to the incredibly low angular resolution of the displays. When you're talking about something that's maybe 1/10-1/20th the perceived resolution of the average consumer device with a display, the difference between being in focus and out focus for most people amounts to whether you can discern fine details like the manufacturing irregularities of different subpixels, not your ability to tell what color a particular pixel is relative to its neighbor.
I think I've said this before, but I'm sure that'll damage people's eyes. Long term, if you are trying to focus on a world that cannot be brought into high focus because it's not high enough resolution, your eyes will get used to reaching 'focus' by the least amount of effort.

Is there a discontinuity between the VR and real life when the latter is seen to be sharp? I have that with new spectacles - the world is so sharp my eyes/brain dislikes it and within a few weeks, I'm back to my natural slightly-out-of-focus view of the world.
 
People says Psvr doesn't provide pin sharp image. So, yeah. Ut could be a problem.

On the other hand, people says Vive is the sharpest. You even can make out the pixels.
 
Yeah ds4 have that LED so I guess it does fit for VR. Heck, for the tank game I forgot the title it is really fitting.
 
I wonder if anyone will still figure out a way to be confused.

http://www.roadtovr.com/playstation-vr-game-boxes-will-look-like-this/
playstation_vr_box-art-2-680x425.jpg
 
If move is ever required it better be on the front, as part of the "you'll need these" image. That should be enough even for the walmart fauna.
 
I'm moderately near-sighted myself and manage to handle VR without any correction, but I suspect a great deal of that is due to the incredibly low angular resolution of the displays. When you're talking about something that's maybe 1/10-1/20th the perceived resolution of the average consumer device with a display, the difference between being in focus and out focus for most people amounts to whether you can discern fine details like the manufacturing irregularities of different subpixels, not your ability to tell what color a particular pixel is relative to its neighbor. I can't speak for cardboard devices, as the lenses and the distance between the lenses and screen is not standardized nor manufactured with tight tolerances, but be aware that those are going to directly impact what your eyes are having to do (or not do) in order to bring the image into focus.

Some nice reading: http://doc-ok.org/?p=1349 (relating to perceived resolution and VR visual acuity), and http://doc-ok.org/?p=1360 (relating to VR optics)
me too, it is hereditary in my case so I was born that way... Anywyas I am hyped about VR, especially after seeing the success of augmented reality too and Pokémon GO.

What holds my hype is the fact that playing without being fully conscious of my surroundings is something I might need to get used to.

But VR and AR could well be the renaissance of videogames where developers don't always look for the best graphics (framerate and resolution will be primordial, not shiny shiny surfaces) but the greatest sensations.

Plus with Vive for instance you can have a complete professional MIDI studio for you, there is a game like that. Let's see how things pan out.
 
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