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The most damning counter is that the ocular focus problem is currently being solved. For example: https://arstechnica.com/gaming/2015/08/uncross-those-eyes-re...

That was just a quick google search and I’m not familiar with that work specifically, but I am aware of other VR teams at the big tech giants and at universities that are actively making inroads.

You’re absolutely right: this is an example of Clarke’s first law.



HackerNews truncates the displayed part of lengthy URLs, so clicking your AMPified link was something of a gamble, not knowing which website I'd end up on.

Here's the direct link for people that prefer it:

https://arstechnica.com/gaming/2015/08/uncross-those-eyes-re...


*edit fixed my link. Thank you.

Oh, sorry, I didn’t even notice the link changed on me. That’s what I get for pasting links from a mobile device.


You're talking about VR headsets, not multi viewer screening rooms. The solutions appearing for VR cannot be adapted to the second geometric situation.


Perhaps it will be the case within the span of the coming decade or two that multi viewer screening room experiences will consist of each viewer wearing some type of headset, in the process not requiring this additional solution and also freeing up theater design to go in entirely new directions that don't revolve around dozens or hundreds of seats facing a single large screen.


You’re right that they are somewhat different, but presumptuous as I am talking about both. I am aware of work being done today that will have affects viewing 3D movies in theaters. The article here also didn’t distinguish between headsets and theaters, it incorrectly declared all 3D dead.




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