Indeed. But there are a few important data points there.
Little to no effect on visual acuity (specific IRL test cases passed with best results).
Immediate recovery after getting some rest.
Maximum range of misalignment plausibly limited to infinite distance, which could not have been a severe impairment.
Extraordinary stress/overwork, beyond possibility of more general health problems. Most than likely, the muscles for moving my eyes were simply exhausted.
Personally, I could have overcome significant adversity if necessary - for example I am very much able to cross my eyes voluntarily for side-by-side stereo pair viewing .
Long term affects are not immediate. In the short term no perceived harmed.
Long term effects of exposure are not seen in the short term and can take years before the harm is evident. Repetitive Strain Injuries are like that.
EDiT: Now this misalignment could be related to the fact your using a prototype vs final release. As so far no one that I know of has reported this on the other released pimax headsets including yourself.
Repetitive Strain Injury is indeed a good example.
I would not sum up my position as “That VR is completely safe.”
Rather, I would conclude that VR has a similar margin of safety to existing display technology, foods we eat, etc. Most users will be ok, permanent damage will be exceptionally rare, but some caution and self-evaluation is warranted.
This is also why Eyetracking is likely a needed component beyond FR and Dynamic distortion correction. For ipd setting and proper image alignment to eyes.
Absolutely not. Really comes down to, I can only spend so many hours in VR. With the 5k+, eyestrain would usually get me first. With the 8kX, physical exhaustion became the new limit.
A lighter weight flip-up headset with a light field display might enable me to spend even more hours in VR. Then the absolute limit may well be skeletal muscle exhaustion/discomfort or the need for sleep.
Then hopefully this eye misalignment is not an effect in the consumer release.
From what you have said other issues related maybe to the 5k+ Res maybe was causing you increased eye strain in that model where some others do not experience it.
In the 8kX will need to wait on release to see if others have strain issues or not. Need more time for research data.
An interesting fellow to test duration would be the fellow whom did what was it a 12+ hour endurance race with his pimax @Lebois if mem serves.
I hesitate to say this publicly, but at the moment, my day/night is completely inverted. Sleeping from 10:00 to 17:00 or so, trying to cycle forward to overcome this ‘local jet lag’ that arises when I end up staying up till 05:00 to finish a complex software project… sleeping tends have a way of wiping out working memory…
That’s the kind of thing I was doing in VR at that time.
So no, ‘this eye misalignment’ is ‘not an effect’ in ‘consumer’ anything.
EDIT: Oh well, a 12+ hour endurance race. Yeah, I’ve done stuff like that too. Usually 10+ hour.
Don’t get me wrong. As said it is more a tale of caution as there is simply not enough hard data to conclude anything.
The Dev was using 1st gen VR headsets with a wide variety of vergence conflict issues. Low Res being a strong one. As with the pimax 4k@60hz I could spend hours in Ethan Carter VR DLC where og Vive and Oculus(@90hz) had labeled it vomit fest and unplayable.
Dan
Every significant change puts at square one. The significant res increase is a big change.
Umm, that’s not necessarily true, at least for me.
I discovered that my eyes don’t quite line up vertically. I’ve adjusted my Vertical Offset accordingly and I see 3D better in VR than in real life. However, I now notice that vertical misalignment (in RL) which does interfere with my vision sometimes, especially when I’m tired. Sometimes, I can force my eyes to align the images, otherwise I close 1 eye.
This appears to be a permanent change, but it’s one that I can live with.
I don’t believe we will see a study any time soon, fortunately most people seem to be fine and who would provide the funding? With wide scale adoption of AR investment in research becomes more likely.
Also the trust in science is overblown, the field of nutritional science for example generates tons of papers where something is both harmful and beneficial. A theory exists until it is disproven.
Doc Ok mentioned that potentially some people could develop PTSD with VR becoming truly realistic. With people getting PTSD from e.g. Twitter these days this becomes more lilely .
EMF could be a problem, but with protective gear like tinfoil hats I don’t see the danger.
Interesting. You could try deliberately adjusting the vertical offset in VR and see if that retrains your eyes.
PTSD is another interesting possibility. There is definitely the possibility to both condition and extinguish fear with VR.
Personally, the most lasting change VR has imposed has been losing my innate fear of heights. Because of that, I make a conscious effort to be cautious when in high places.
I’ve tried numerous settings. The values I use now are about halfway towards my ideal vertical offsets in VR. That reduces the RL effect somewhat and works fairly well in VR. The point is that this is one of those things that is hard to ignore, once you’ve “learned” to see it.
I took a nearly monthlong break from VR (and Elite D) and the RL problem still exists. It doesn’t bother me that much. I can mostly ignore it (unless I’m tired).
Mostly, I wanted to share a cautionary tale, which illustrates an “unhealthy” VR issue.
Interesting. I always get a surge of adrenaline when I jump from a great height in a video game (even on a flat monitor), but I’m not afraid of heights.
This nearly killed me when I was 18 and I walked out to an extremely dangerous spot, the very edge of a 4 m wide ledge of pure (wind-packed) snow with a 50 m drop and I bent over to look down at the river below. (I didn’t realize there was no rock ledge underneath.)
While I don’t want to mess you up too much, it might be worth playing in VR a few hours with the opposite vertical offset from what you would normally want to use. This could be a useful training tool for people who have vision problems.
Could prove be an occupational hazard similar to this, with similar retraining (for the most affected).
You might also find the higher resolution of the 8kX helps fine tune your reflexes. It did for me (thus I was able to see better in it after a while).
That’s a good observation. If VR can be therapeutic it leads to the conclusion that it can also be harmful. Disclaimer, like with most things most people won’t need to worry.
Imagine this horror game experience what the experience with the old game Amnesia, bad graphics and flat screen would be like in VR. With a lot of exposure desensitization could also be an outcome.
locking threads hides them, the article highlights that for a potentially small number of users there IS a risk associated with VR use, suppressing information doesnt sound very scientific either
making infomation available and letting people manage their own risk is the best approach, not trying to hide stuff because you happen to like VR and want to censor any potentially negative news