Computing power, miniaturization and power density.
Graphic cards have come a long but they still have a ways to go before rendering graphics that are detailed enough to match reality.
Then there’s the ability to fit the existing graphic card capabilities into VR headsets. A high end graphic card is huge and can’t be fit into a headset.
Finally, there’s power density. Unless you want to have a cable running from the VR headset to the wall, you need a battery that can drive all the necessary power. Graphic rendering sucks up a lot of power.
Computing power, miniaturization and power density.
Graphic cards have come a long but they still have a ways to go before rendering graphics that are detailed enough to match reality.
Then there’s the ability to fit the existing graphic card capabilities into VR headsets. A high end graphic card is huge and can’t be fit into a headset.
Finally, there’s power density. Unless you want to have a cable running from the VR headset to the wall, you need a battery that can drive all the necessary power. Graphic rendering sucks up a lot of power.
Computing power, miniaturization and power density.
Graphic cards have come a long but they still have a ways to go before rendering graphics that are detailed enough to match reality.
Then there’s the ability to fit the existing graphic card capabilities into VR headsets. A high end graphic card is huge and can’t be fit into a headset.
Finally, there’s power density. Unless you want to have a cable running from the VR headset to the wall, you need a battery that can drive all the necessary power. Graphic rendering sucks up a lot of power.
There’s two big problems.
First is that VR requires you to render two videos at once, which is much harder on graphics cards. That means VR graphics tend to be lower quality.
The second thing is the ultimate problem with VR or 3d movies. Your eyes have two different things they do to adjust for distance. Your individual eyes can squish to focus to bring a certain distance into focus, and your two eyes can focus together at a certain distance (think crossing your eyes).
VR can’t get that second part working properly. If you were to focus on something right in front of you in VR, your eyes are straining because they want to do both focusing at the same time because that’s what they’ve been trained to do. This creates strain, which tires you out. This ultimately limits the way good VR is designed.
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