~/talk

Science based Design Decision Making for Virtual Reality

Talkat Øredev 2018 · on Monday, 2018-11-19· [webxr]
slides:none on file

Compilation of 2.5 years of weekly interviews distills actionable claims: VR needs ~90 fps and uses asynchronous Time Warp/Space Warp to hide judder; locomotion hacks include redirected walking, walk-in-place, teleportation, cockpit framing, speed streaks and a rendered nose (reducing sickness ~10–20%); display fixes are anti–screen-door panels, Half Dome focal prototypes and foveated rendering (≈50% GPU savings); experimental hardware includes galvanic vestibular stimulation for perceived G‑forces and dual‑screen or light‑field focal solutions.

AI-written summary · about

  1. 0:00Start
  2. 0:29WHAT I'LL BE TALKING ABOUT TODAY
  3. 3:04RESEARCH VR PODCAST
  4. 3:57WHY DOES SCIENCE MATTER
  5. 6:13MOTION SICKNESS/VR SICKNESS-THE PROBLEM
  6. 8:35LOW LEVEL SOLUTIONS
  7. 10:12HIGH LEVEL SOLUTIONS
  8. 14:58BETTER SOLUTIONS
  9. 19:30YOU DON'T HAVE REINVENT EVERYTHING
  10. 21:21FUTURE SOLUTIONS
  11. 22:44MOTION SICKNESS TAKEAWAYS
  12. 26:09THE SCREEN DOOR EFFECT-SOLUTION
  13. 26:48HIGHER RESOLUTION DISPLAYS - THE PROBLEM
  14. 27:26HIGHER RESOLUTION DISPLAYS - FOVEATED RENDERING
  15. 29:24FIXED FOCAL DISPLAYS-DEPTH PERCEPTION
  16. 32:22VERGENCE-ACCOMMODATION CONFLICT
  17. 33:35VERGENCE ACCOMMODATION-POSSIBLE SOLUTIONS
  18. 35:34VISUAL CLARITY-TAKEAWAY
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