
As you can see in the photo below, the kit comes with hefty lenses, switchable with near-sighted versions. The DK2 tries to get around the IPD problem by adjusting the display output to the user, attempting to compensate for both eye position and focusing issues. I picked up an Oculus Rift Development Kit (DK2 version) back in the summer and have been playing with adapting existing VR environments for it.Ī VR-adapted version of The Lone Viking, a game (by my former students Grant & Chris) for the Unity game engine.

My own 70mm IPD and big screen phone were enough of a problem that I needed to device my own scaled-up Cardboard template. Google's own Cardboard specification originally presumed a fixed 65mm IPD, but that's complicated by the range of different phone screen sizes, which doubles the problem up.

Fixed lens position is better than variable, because people will set a variable one wrongly anyway.A fixed IPD of 63mm to 65mm will be comfortable for most of the population.Therefore a number of VR manufacturers tend to work on the basis that: The graph above shows that 95% of people sampled fell within the 55-70mm range. (Source: research by Neil Dodgson, University of Cambridge) This interpupilary distance (IPD) creates a problem for VR systems, because they need to focus each eye on half of a stereo image - and that's difficult when IPD varies so much. One of the reasons that binoculars have a big hinge in the middle is because everybody's eyes are a different distance apart. Except I know what will happen: I'll look through the eyepieces and realise that I won't be able to use it. Don't blame me if it doesn't work on your screen! One that won't fall apart or crumple when it gets sat on. A $30 (that's £20 sterling to you, guvnor) you get a plastic Google Cardboard. and the rotters won't ship internationally). You can already buy it from Amazon and Walmart (but, sadly, not in the UK yet. The Mattel View-Master VR (which I blogged-about back in February) has finally hit the streets ready for the Christmas market. So, is VR going to take over the world? Or will it be just a toy for the kids? (Hey, I have to justify the title somehow!) I've heard the phrase "the next 3D TV" so many times that I'm thinking of getting a T-shirt made. And yet there's also a resigned feeling that the whole thing will be a five-minute wonder. There's been a flurry of activity this last year. The major commercial VR products are just about to hit the market. More significantly, I seem to have found myself becoming an evangelist- cum-apologist for Virtual Reality technology.

Since my last post I've been busy with all kinds of different things my game projects have all crawled along in the background making s-l-o-w progress. OK, so I apologise profusely for the pun-tastic post title.
