| The problem with 3D films has nothing to do with focus. It has to do with an incorrect projection method[0], inevitable IPD mismatch, narrow FOV, and the distortion inherent in sitting anywhere except the the exact center of the theater As far a depth queues go, accommodation is a very weak one that your brain learns to ignore after a few seconds. If that wasn't the case, anyone wearing glasses would stumble into things constantly every time they put their glasses on or off. And this doesn't cause eye strain either, unless the focal plane is too close (perhaps less than 60 cm away), in which case it just feels like sitting too close to a computer monitor. The focal plane of the HTC Vive is approximately 75 cm away, which seems far enough. Obviously infinity would be better but compromises had to be made to keep the optics compact. The real limiting factors on VR right now are the lack of full-body tracking[1] (you can see your hands but not your feet), the lack of simulated inertia[2] (virtual objects appear massless), and the lack of eye tracking[3] (convergence depth queue becomes incorrect as you move your eyes off center, avatars look dead). Solutions to all of these exist, it's just a matter of cost. Keep in mind that VR is an extremely compelling experience right now. It's just that every feeling of presence is hard to hold on to for more than a few minutes at a time. [0] http://doc-ok.org/?p=77 [1] https://www.youtube.com/watch?v=ldQDa-IMo7I [2] https://www.youtube.com/watch?v=610iTKlYBVM [3] https://www.youtube.com/watch?v=zRfthZaBBPY |