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Re:Daydream – Google VR by dpark on Tuesday October 04, 2016 @05:54PM (#12639854)
> I suspect (speculate) that the issue is with normal vision being a sequence of saccades, wherein you don't actually see anything between point A and point B, vs most VR which is a smooth glissando between points.

Why would your eyes not saccade when wearing a VR headset? The screen isn't the source of saccades. Your eyes are.

Re:Daydream – Google VR by DigitalJack on Thursday October 06, 2016 @01:25PM (#12654288)
because your eyes are looking straight ahead for the most part. It's like seeing the world through a narrow view point like binoculars (sans magnification).

You can dart around within that narrow window, but mostly you are looking around by turning your head. You are subjected to more visual motion than you would in real life.

Re:Daydream – Google VR by dpark on Thursday October 06, 2016 @07:13PM (#12656912)
Your eyes still saccade when you turn your head. If your headset is causing your eyes to stop saccading properly, I'd expect that means it's not rendering fast enough. I also don't see how adding jitter to the turning would fix this. That seems like it would just cause major disorientation. Maybe I'm totally off though.
Re:Daydream – Google VR by DigitalJack on Saturday October 08, 2016 @09:29PM (#12669477)
I was at the mall and had a chance to try out an occulus rift. It was a very pleasant surprise. My speculations were completely wrong, it felt very natural.