This makes a lot of sense as 2D panels have a specific window that they are looking through. VR/AR tries to essentially broaden this "window" to our entire vision. Now the window essentially becomes the sphere centered around our eyes when before the window used to be a rectangle that we look into.
carolyn-wang
It's interesting to me that the lens are curved and curated for the eyes.
zeddybot
Do VR headsets actually provide 360 degree FOV? I imagine that since the human eye cannot even see the full 360 degrees, the headset only needs to provide enough visual information for us to think that the image is occupying our entire visual field. I do wonder if there is any experimental data to suggest what the human eye's FOV actually is.
This makes a lot of sense as 2D panels have a specific window that they are looking through. VR/AR tries to essentially broaden this "window" to our entire vision. Now the window essentially becomes the sphere centered around our eyes when before the window used to be a rectangle that we look into.
It's interesting to me that the lens are curved and curated for the eyes.
Do VR headsets actually provide 360 degree FOV? I imagine that since the human eye cannot even see the full 360 degrees, the headset only needs to provide enough visual information for us to think that the image is occupying our entire visual field. I do wonder if there is any experimental data to suggest what the human eye's FOV actually is.