What about the resulting flickering in the periphery? Isn't it even more noticeable there?
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You are absolutely right. And unfortunately our peripheral vision is highly sensitive to flickering - so this is something we must actively combat i rendering algorithms for VR.
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What about eye movement? I think the key problem is necessity to turn your head, but in real life your eyesight is the sharpest at your eyes point of view. Great job!
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Some of the HMDs (e.g. Varjo VR and Vive Pro Eye) have eye tracking that can be used for that purpose. The latency seems to be quite okay for that it.
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this is another tech to keep eyes onhttps://www.youtube.com/watch?v=eTUmmW4ispA …
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