Vergence-Accommodation Conflict: Facebook Research Explains Why Varifocal Matters For Future VR

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  • เผยแพร่เมื่อ 18 ก.ย. 2024
  • This sequence of clips is taken from Douglas Lanman's talk 'Quality Screen Time: Leveraging Computational Displays for Spatial Computing' at the 33d annual Electronic Imaging Symposium (26-30 January 2020).
    You can watch the full presentation here: • EI 2020 Plenary: Quali...

ความคิดเห็น • 46

  • @El-Burrito
    @El-Burrito 3 ปีที่แล้ว +32

    I don't like Facebook at all but I'm so glad these guys are doing this work

    • @theothergameygamer
      @theothergameygamer 6 หลายเดือนก่อน

      Same. Might as well get some good out of it.

    • @Nobody-Nowhere
      @Nobody-Nowhere 2 หลายเดือนก่อน +1

      2 years later everyone fanboying meta.. the same people who were in the "i dont like facebook". Because all they were doing was following a group. It was just a cool thing to say to be part of it.

  • @colonelsanderson
    @colonelsanderson 3 ปีที่แล้ว +21

    In my mind I always assumed that everything should be sharp since the screen is always the same distance from your eyes. It never occurred to me that my eyes would be the problem trying to focus closer than the lens focus. This makes total sense now why I can barely read text close up like the letters in Obduction. This will be a big step forward for VR. And perfected eye-tracking tech could be a huge leap forward for graphics quality with foveated rendering. I hope when this tech does show up in consumer headsets that we can do a little better than 20% more FOV, that 140 degrees would be just incredible.

  • @videos4mydad
    @videos4mydad 4 ปีที่แล้ว +42

    This is going to be a trillion dollar industry. If people can use VR as comfortably as they can see IRL it will completely eliminate the need for things like monitors and TV's. You will be able to work virtually and it will transform how we live.

    • @codybudris7137
      @codybudris7137 4 ปีที่แล้ว

      rift s

    • @danielmastia87
      @danielmastia87 4 ปีที่แล้ว +3

      I feel this is like the internet all over again. We can not even think of the uses it will have in the future, but I'm pretty sure it's going to be everywhere.

    • @videos4mydad
      @videos4mydad 3 ปีที่แล้ว +2

      @@codybudris7137 Rift S does not have varifocal therefore if you try reading you will very likely get a headache very quickly.

    • @regexrationalist346
      @regexrationalist346 11 หลายเดือนก่อน

      Reality check from the pandemic: CEOs don't like people working from home even though it is already more productive

  • @ChaosResearchParty
    @ChaosResearchParty 11 หลายเดือนก่อน +1

    I really love that the video is cut when he says about the tension between advancing the company and the industry "...and I hope we struck a balance" (end)

  • @servolon
    @servolon ปีที่แล้ว +2

    Mai 2023 and varifocal breakthrough is still in fantasyland for consumers

  • @collinames1803
    @collinames1803 ปีที่แล้ว +1

    The last bit about having to use software to generate a depth blur was not discussed in Tested hands-on with quest pro. It could be assumed, but wasn't explicitly stated. Very helpful that this video exists.

    • @alfred0231
      @alfred0231 ปีที่แล้ว +1

      I was thinking about this a bit more, and there are hiccups with reflections and transparencies. While this will surely be better than no accommodation, there is no way to know if they viewer is attempting to look at the surface or the reflection. The only way to resolve that conflict would be to measure the eyes accommodation and use that reading to determine depth. This also would allow the viewer do things like switch between looking at the dust and grime on the mirror and then focusing back on themself.
      Eye tracking has been a hard problem, and accommodation tracking might not even be possible. So it seems a more complete solution to the vergence-accommodation conflict is in new display tech.

    • @alfred0231
      @alfred0231 ปีที่แล้ว

      Realized I made a mistake. What I said above is true, in the case of one eye. With two tracked eyes reflections are not a problem.

  • @brewmyteabag1830
    @brewmyteabag1830 2 ปีที่แล้ว +3

    This has always been an issue for me, especially in Half Life Alyx. Valve designed such a beautiful post-apocalyptic landscape based on a game from our childhood and yet, most of it is missed or blurred due to this issue. I've seen more details watching spectator mode than in VR.
    I hope that Project Cambria solves this problem and replying the game will be a new experience.

  • @Maxschellenberg
    @Maxschellenberg 7 หลายเดือนก่อน +1

    This is amazing! Will this save our eyesight in vr as well?

  • @wolfgangjr74
    @wolfgangjr74 3 ปีที่แล้ว +4

    Wow. As a glasses wearer this would be epic.

  • @juncesgamestudio8997
    @juncesgamestudio8997 3 ปีที่แล้ว +1

    Impressive and excellent work.

  • @seighta5714
    @seighta5714 3 ปีที่แล้ว +10

    This is why, in every VR game, my hands are not sharp when close to my eyes, exept if I focus BEHIND them...

    • @pumpuppthevolume
      @pumpuppthevolume 3 ปีที่แล้ว +2

      or if u focus on the hands with just one eye it's back to sharp again because the eye hunts for at focal length the picture is clear and with just one eye there is nothing telling your brain u have to focus on an object that is close up

    • @manuelberenguerrojas7271
      @manuelberenguerrojas7271 16 วันที่ผ่านมา

      To me is the opposite, objects near me are clear and the far distance is blurry. If i focus on my hands then the far fields sharpen.

  • @LaurenceGough
    @LaurenceGough 6 หลายเดือนก่อน

    You can also just close one eye right? I found this issue very annoying with my VR headset but I don't have it anymore. Sounds like the proposed electronic solution would block even more light getting to the eyes and require IR to be fired into your eyes constantly too.

  • @b.vo.
    @b.vo. 4 หลายเดือนก่อน

    I cant believe this r&d has happened and it hasnt been rammed through into the quest 3.

  • @videos4mydad
    @videos4mydad 3 ปีที่แล้ว +3

    Doesn't "electronic" varifocal have applications far far beyond VR?

    • @colonelsanderson
      @colonelsanderson 3 ปีที่แล้ว +2

      It could potentially give phone cameras true shallow DOF like photography and cine lenses instead of the AI driven "portrait mode" that fakes it. Not to mention autofocus for run-n-gun cinema cameras that is orders of magnitude faster and smoother than what we have now.

  • @RoyHoy
    @RoyHoy 4 ปีที่แล้ว +7

    If it matters, it should be on Quest 2 :]

  • @sasuke082594
    @sasuke082594 ปีที่แล้ว

    So is this in the Meta Quest Pro?

  • @Dougget
    @Dougget 2 ปีที่แล้ว +1

    I am dumb therefore I am not sure why we could not do it via software using eye tracking

    • @Sengial
      @Sengial 2 ปีที่แล้ว +2

      the lens in your eye physically moves while focusing on different distances. so you need a real physical lens to counteract it

  • @bryanb2541
    @bryanb2541 2 ปีที่แล้ว +1

    But wait, I can view extremely closeup objects in VR with high clarity and sharpness?? This is on the quest 2. Is this normal?

    • @ItsJustMeJerk
      @ItsJustMeJerk 2 ปีที่แล้ว

      If you try, you can focus at a distance while your eyes converge up close. It's just not what your brain is used to, so it can cause strain or headaches.

    • @Jona69
      @Jona69 2 ปีที่แล้ว +1

      This tech is not on quest 2 so you might just be a wizard.

  • @Cneq
    @Cneq 3 ปีที่แล้ว +1

    A utopian future will feature VR headsets that fixed the accommodation-vergence coupling problem and feature the same fidelity, scale and complexity of MMO's like FF14 entirely in VR.

  • @DwAboutItManFr
    @DwAboutItManFr 7 หลายเดือนก่อน

    Sounds like it ruins brightness.

    • @LaurenceGough
      @LaurenceGough 6 หลายเดือนก่อน +1

      That's what I was just thinking - along with pancake lenses which already let less than 30% of light through, it doesn't sound like this will be happening for a few years at least.

  • @elijahlucian
    @elijahlucian 3 ปีที่แล้ว +2

    please sell me one of these rn.

  • @HellSpawnRulerOfHell
    @HellSpawnRulerOfHell 3 ปีที่แล้ว +1

    5:38 I don't want it to be correct I want it to be better.

  • @oscarm.1417
    @oscarm.1417 2 ปีที่แล้ว +2

    You're only focused on ocular perception; you're not dealing with the elephant in the room: how do you convince your brain that you're active when your body is telling it otherwise? Sitting on your chair and moving through virtual worlds is a bit of a problem. Movies do that for you during minor scene sequences; but there's only so much you can take, especially when you're completely inmersed.

    • @JorgetePanete
      @JorgetePanete 2 ปีที่แล้ว

      That's hard, but there are VR threadmills, racing seats that move, etc. In my opinion there is no truly immersive solution yet

    • @martino6172
      @martino6172 ปีที่แล้ว +1

      This is true problem. This is why I use VR only for flight simulators and racing games with real joystick and controls and it looks as VR fit the best with world where user interaction is sit and control.

  • @demiurgeHater21
    @demiurgeHater21 4 ปีที่แล้ว +2

    I hope to God this is Quest 2.

    • @float32
      @float32 3 ปีที่แล้ว

      Nope. :(

    • @jeffdeprey6279
      @jeffdeprey6279 3 ปีที่แล้ว +9

      I hope to god this is Quest 3!

    • @b.vo.
      @b.vo. 4 หลายเดือนก่อน

      ​@@jeffdeprey6279 nope :(

  • @mikeb3172
    @mikeb3172 2 ปีที่แล้ว

    This is the worst explanation of distance blur... Started with a complex term (VAC) and explained it using other complex terms.