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Re:Oculus Rift S by fjabre on Thursday March 21, 2019 @12:19PM (#19454088)
Perfectly valid point. I still think vergence/accommodation needs to be solved as an important key step in VR dev for more comfortable experiences. Its harder to do than just upping frame rates.

You need foveated rendering to start with but im sure you know the rest. If you want VR, well you need actual VR. Its not enough to trick your vision superficially. You have trick the whole system. I digress.

Re:Oculus Rift S by moron4hire on Friday March 22, 2019 @10:24AM (#19462759)
Foveated rendering doesn't solve vergence accommodation. Your eye will still be focused at infinity regardless of where you are looking, you'll just have the illusion that the foreground or background are out of focus. Eye tracking plus dynamic lenses (perhaps liquid lenses) or real light fields are necessary.