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Thank you, I've been saying the same thing for years. I interned in a VR lab at NASA Ames in the late 90s, researching precision and comfort, and it was very clear that a significant fraction of people just can't do it, for physiological reasons. VR will never be a universal interface.

As interns and postdocs, we were all lab monkeys, and all got our turn in the helmet. Some people were utterly hopeless, always got sick, couldn't do the tasks. Others took to it like fish in water. I think this disconnect in proprioceptive adaptability leads people who have it to vastly overestimate the general public's ability to remain in a VR space for more than a minute or two.

One of the things the lab's senior scientist was researching was the effect of latency on performance at 3D tasks. For example, moving a ring down a twisted wire without touching[0]. There was a clear effect on both objective performance and subjective reports of comfort as latency decreased, and it hadn't bottomed out at 60 fps / 16 ms latency (one frame). This was true for every test subject, but greatly exaggerated for those with generally poor performance. I doubt even 240 fps / 4 ms would eliminate it. And how are you going to get 4 ms of input latency with modern USB drivers? Not even your keyboard has that anymore.

[0] A virtual version of this: https://metzamusements.com/inventory/college-and-high-school...




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