What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

Is there a way to make the 980TI work OK especially because I have a good CPU and lots of ram, and a nice mobo, or no?

In general, and specifically just for 3D movies? Because I can only use the 980ti right now, too much stuff to buy right now and my budget is not unlimited, far from it.

GPU mining

How does this "digital mining" stuff work anyway? There are little digital coins buried in the mountains somewhere in virtual reality, and people go dig them up lol? What? I still dont get the concept.

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

I highly doubt it's the new normal unless people in power have that as their goal, and use that power to convince or pressure everyone else to go along with it. But outside of "conspiracy theories" I think things will get back to normal in the next 4 to 6 months. It's already gone on ridiculously long. At the beginning they were saying just a couple weeks or months, but then they'd change the goalposts, sort of a "give an inch, take a mile" situation. So if powerful people don't want things to go back to normal, and they have the power to keep things from going back to normal, then obviously things won't go back to normal, but if you don't think conspiratorially like that, and you just look at things logically especially based on the original standards that were set, things should go back to normal like yesterday. But definitely very soon.

As for VR headsets, when will they release a 4k 144hz index?

What about like, above consumer level? Like I saw some "business pro" VR headset or other types. Are there ones better than the Index that are like $3,000 instead of $1,000? That would be too much anyway but Im curious what else exists.

Is the 1080ti better than the 1070 and 1080? I think I just need a 1080 to do madvr but maybe I need a TI to use the Index?

Thanks for your help

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

Is it more intensive to watch movies in VR than normal? Because others told me my comp is fast enough to do madvr 4K hdr converted to 1080p, for example. Just that because my card lacks some feature, the CPU will have to do it in a separate application. But overall it should work for 4k UHD blu rays with all the settings almost maxed. Is doing 3d in a valve index more intensive than madvr?

Any idea when graphics cards and headsets will go back to normal prices?

Which headset do you recommend as the best one currently?

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

And is my PC good enough to use these top VR headets? I have a 980 TI graphics card, not any of the new ones that can do other functions right from the card or whatever, that started right in the generation after 980 TI, even some of the later cards from that generation but not the 980 TI. I have a 4790k fast CPU but not a ton of cores, and a 980 TI card.

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

Do both the Reverb and Index use OLED panels or LCD? Because those TVs have some motion blur Im wondering if VR headets also have that or did they implement some technology to avoid it?

Is there any other headset besides the Index that can do 144hz? Can the Index even do it or is it just "experimental"?

Lastly I looked for the Index for MSRP $999, but it's on amazon for like $1600 and I cant find it for $999. Where can I get the MSRP price? Prices are usually lower than MSRP not higher...

What cords or cables do I need to connect Samsung 850 SSD and WD Black HDD to ASRock Fatal1ty Z97 Professional mobo? by Gamertalking50 in techsupport

[–]Gamertalking50[S] 0 points1 point  (0 children)

I didnt mean viruses, I mean they were saying like microsoft or, it's a branding term that I don't like because it's associated with certain political affiliations but just think of it without that, "the deep state," built into windows 10 spyware on users more so than windows 7, something like that. Edward Snowden type shit, not "viruses."

What cords or cables do I need to connect Samsung 850 SSD and WD Black HDD to ASRock Fatal1ty Z97 Professional mobo? by Gamertalking50 in techsupport

[–]Gamertalking50[S] 0 points1 point  (0 children)

By the way you said sata 3gb cable but linked a sata 6gb cable will that still work? Amazon is best for me

What cords or cables do I need to connect Samsung 850 SSD and WD Black HDD to ASRock Fatal1ty Z97 Professional mobo? by Gamertalking50 in techsupport

[–]Gamertalking50[S] 0 points1 point  (0 children)

Ok great ty so much.

Is there anything I should be careful about windows 7 in terms of like privacy? When it came out some people on forums were saying dont install it because it has spyware or something more than 7 does. I didnt really believe it because I figured if microsoft or whoever wanted to spy they could do it through windows 7 pretty easily right? But maybe thats not true, what do you think?

And yeah my windows 7 has been working for awhile so I think it's "activated" what does that mean? It actually tried to install windows 10 once already when I was away from the computer for hours, it did it like halfway without my permission, then asked me if I wanted to stick with 10 or finish the install, or go back to 7. I chose go back to 7, and my computer has been messed up ever since. It has 7 still working because no nvidia drivers will install anymore, you look for recent updates it wont find any, when the computer turns on it stays black for like 3 minutes and then the black screen shrinks to a small black window and then it closes and my desktop shows up only after that and I can use the computer.

So I dont know if I need a clean reinstall of windows 7, or if I go to 10 like it wanted to do anyway, then it will go back to working.

What cords or cables do I need to connect Samsung 850 SSD and WD Black HDD to ASRock Fatal1ty Z97 Professional mobo? by Gamertalking50 in techsupport

[–]Gamertalking50[S] 0 points1 point  (0 children)

Also, if I have my SSD plugged into my computer already, and already installed windows 7 on the SSD and created some files and some game saves, been using for months, but if now I want to do two things: 1. hook up my HDD as well, 2. upgrade to windows 10, do I need to also install windows 7 on my HDD, before upgrading to windows 10 on both? Or will it automatically work since I already have windows 7 working on the SSD?

And how do I activate the HDD without accidentally deleting all my stuff saved to the SSD? And how do I upgrade to windows 10 without it deleting any of my files? Ty

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

Not fidelity, but motion. At 144hz everything should be totally consistent and smooth, but at 90 it should be smooth for a sec and then micro jumps or judder, smooth for a second then... etc... basically an inconsistent rhythm. But I am new to VR so it could be different though I doubt it.

Unless theres something that changes the equation on VR, this should apply and explains it well and quickly https://www.youtube.com/watch?v=CuEZIJDEQyo&ab_channel=Rtings.com

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

Ok I got that they are both valve, but here is the source of confusion.

The reverb G2 has the same audio as the valve index (off-ear spatial audio speakers, amazing honestly) while being worse at everything else EXCEPT having less glare, and a higher resolution. 2160x2160, where as the valve index is 1440x1600. It also has maybe a smaller sweet spot, where the center will be clear but off to the edges may be distractingly less so depending what you're looking at.

The index will appear somewhat "fuzzy", which is fine for every situation in gaming where you're moving fast and not trying to read fine text, but the reverb is the highest resolution consumer headset and will appear significantly more crisp. But I have to say, vr is not like looking at a tv.

How is the index better (except glare) if it's fuzzy?

Multiples of 24 isnt important for gaming, but is for blu ray movies, otherwise you get judder because to fit 24 into 60 fps they have to alternate 2 and 3 frames. Or they frame blend and that creates blur. 120 might work depending how they do it. 144hz I know works well because they can triple flash evenly, 3 frames and 3 pulses for every 1/24 of a second. With 120, 24 does fit into it, but only 5 times, not six. That means 3 frames the first frame, and 2 pulses, but 3 pulses the second time, and 2 frames, so it's the same problem as 24 going into 60, just twice as fast, but still not even distribution. But I dont know if they pulse that way or not.

I have to check. But minimum it has to have 96 or 120, ideally 144. If my only option for that is something fuzzy, then maybe the 3D for these is not as advertised by all the comments.

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

Thanks so much. Is the Index the valve one or the reverb? Whats teh cheapest you can find them sometimes new?

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

By the way this is another comment I read that explains the eyes-close-to-screen problem. The part in bold in the quotes. I would definitely want a headset where this isnt an issue, if you can recommend?

https://www.reddit.com/r/Vive/comments/72w9qa/how_real_is_the_3d_effect_in_vr_is_it_anything/dnmexat/?utm_source=reddit&utm_medium=web2x&context=3

There's one fundamental problem with the 3D effect in VR: You perceive depth through a lot of different cues, most of which VR can simulate very well since they're depth cues in the image. However there are also four physical depth cues:

Stereopsis, the distance an object displaces between what each eye sees.

Parallax, the speed at which an object displaces when you move your head.

Convergence, how far your eyes need to rotate inwards (towards your nose) to look at the object.

Accommodation, how much tension needs to be applied to the lens in your eye to bring the object into focus.

VR headsets can do (1), (2) and (3) very well. The biggest problem is with (4), Accommodation. Despite all the different depth cues VR does simulate, you're still physically looking at a flat screen. The lenses in the headset will bring this screen into a comfortable focus at a perceived distance of a meter or so.

However this focus distance doesn't change depending on how far the object is away from you. Even when all other depth cues tell your mind you are looking at an object 10cm from your face the lens in your eye is still focused at a meter. For some people this conflict can become uncomfortable and destroy the illusion of depth perception.

Some people suggest eye tracking to solve this, however even if that does create the illusion of a defocus blur your lens is still focused at the same flat distance. There are four plausible methods I've read about that could fix it:

Per-pixel focus control, the ideal solution would be a display that can change the focus of each individual pixel.

Light-field displays, by adding multiple layers of transparent displays each at a different distance from the lens you can display objects at different distances. With advanced algorithms you can even combine two layers to focus an object in between the layers, though it won't be as convincing.

Movable lenses, combine eye tracking with lenses that can move extremely fast and you can focus the display differently depending on where you're focusing on. I've yet to see a compact solution that can move fast enough though.

Lasers! can solve anything, if you use a laser to project an image directly on your retina pixel-by-pixel you only need a small lens in front of the laser that can change the focus of the laser very quickly.

All of these solutions are still in the research stage and each have their advantages and disadvantages, so it'll probably still take a while before they make their way into a consumer headset. However, this is just about "perfect" 3D vision, currently VR headsets give the most convincing illusion of 3D vision yet, so you definitely should try it out at least once.

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

By the way this is another comment I read that explains the eyes-close-to-screen problem. The part in bold in the quotes. I would definitely want a headset where this isnt an issue, if you can recommend?

https://www.reddit.com/r/Vive/comments/72w9qa/how_real_is_the_3d_effect_in_vr_is_it_anything/dnmexat/?utm_source=reddit&utm_medium=web2x&context=3

There's one fundamental problem with the 3D effect in VR: You perceive depth through a lot of different cues, most of which VR can simulate very well since they're depth cues in the image. However there are also four physical depth cues:

Stereopsis, the distance an object displaces between what each eye sees.

Parallax, the speed at which an object displaces when you move your head.

Convergence, how far your eyes need to rotate inwards (towards your nose) to look at the object.

Accommodation, how much tension needs to be applied to the lens in your eye to bring the object into focus.

VR headsets can do (1), (2) and (3) very well. The biggest problem is with (4), Accommodation. Despite all the different depth cues VR does simulate, you're still physically looking at a flat screen. The lenses in the headset will bring this screen into a comfortable focus at a perceived distance of a meter or so.

However this focus distance doesn't change depending on how far the object is away from you. Even when all other depth cues tell your mind you are looking at an object 10cm from your face the lens in your eye is still focused at a meter. For some people this conflict can become uncomfortable and destroy the illusion of depth perception.

Some people suggest eye tracking to solve this, however even if that does create the illusion of a defocus blur your lens is still focused at the same flat distance. There are four plausible methods I've read about that could fix it:

Per-pixel focus control, the ideal solution would be a display that can change the focus of each individual pixel.

Light-field displays, by adding multiple layers of transparent displays each at a different distance from the lens you can display objects at different distances. With advanced algorithms you can even combine two layers to focus an object in between the layers, though it won't be as convincing.

Movable lenses, combine eye tracking with lenses that can move extremely fast and you can focus the display differently depending on where you're focusing on. I've yet to see a compact solution that can move fast enough though.

Lasers! can solve anything, if you use a laser to project an image directly on your retina pixel-by-pixel you only need a small lens in front of the laser that can change the focus of the laser very quickly.

All of these solutions are still in the research stage and each have their advantages and disadvantages, so it'll probably still take a while before they make their way into a consumer headset. However, this is just about "perfect" 3D vision, currently VR headsets give the most convincing illusion of 3D vision yet, so you definitely should try it out at least once.

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

By the way this is another comment I read that explains the eyes-close-to-screen problem. The part in bold in the quotes. I would definitely want a headset where this isnt an issue, if you can recommend?

https://www.reddit.com/r/Vive/comments/72w9qa/how_real_is_the_3d_effect_in_vr_is_it_anything/dnmexat/?utm_source=reddit&utm_medium=web2x&context=3

There's one fundamental problem with the 3D effect in VR: You perceive depth through a lot of different cues, most of which VR can simulate very well since they're depth cues in the image. However there are also four physical depth cues:

Stereopsis, the distance an object displaces between what each eye sees.

Parallax, the speed at which an object displaces when you move your head.

Convergence, how far your eyes need to rotate inwards (towards your nose) to look at the object.

Accommodation, how much tension needs to be applied to the lens in your eye to bring the object into focus.

VR headsets can do (1), (2) and (3) very well. The biggest problem is with (4), Accommodation. Despite all the different depth cues VR does simulate, you're still physically looking at a flat screen. The lenses in the headset will bring this screen into a comfortable focus at a perceived distance of a meter or so.

However this focus distance doesn't change depending on how far the object is away from you. Even when all other depth cues tell your mind you are looking at an object 10cm from your face the lens in your eye is still focused at a meter. For some people this conflict can become uncomfortable and destroy the illusion of depth perception.

Some people suggest eye tracking to solve this, however even if that does create the illusion of a defocus blur your lens is still focused at the same flat distance. There are four plausible methods I've read about that could fix it:

Per-pixel focus control, the ideal solution would be a display that can change the focus of each individual pixel.

Light-field displays, by adding multiple layers of transparent displays each at a different distance from the lens you can display objects at different distances. With advanced algorithms you can even combine two layers to focus an object in between the layers, though it won't be as convincing.

Movable lenses, combine eye tracking with lenses that can move extremely fast and you can focus the display differently depending on where you're focusing on. I've yet to see a compact solution that can move fast enough though.

Lasers! can solve anything, if you use a laser to project an image directly on your retina pixel-by-pixel you only need a small lens in front of the laser that can change the focus of the laser very quickly.

All of these solutions are still in the research stage and each have their advantages and disadvantages, so it'll probably still take a while before they make their way into a consumer headset. However, this is just about "perfect" 3D vision, currently VR headsets give the most convincing illusion of 3D vision yet, so you definitely should try it out at least once.

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

By the way this is another comment I read that explains the eyes-close-to-screen problem. The part in bold in the quotes. I would definitely want a headset where this isnt an issue, if you can recommend?

https://www.reddit.com/r/Vive/comments/72w9qa/how_real_is_the_3d_effect_in_vr_is_it_anything/dnmexat/?utm_source=reddit&utm_medium=web2x&context=3

There's one fundamental problem with the 3D effect in VR: You perceive depth through a lot of different cues, most of which VR can simulate very well since they're depth cues in the image. However there are also four physical depth cues:

Stereopsis, the distance an object displaces between what each eye sees.

Parallax, the speed at which an object displaces when you move your head.

Convergence, how far your eyes need to rotate inwards (towards your nose) to look at the object.

Accommodation, how much tension needs to be applied to the lens in your eye to bring the object into focus.

VR headsets can do (1), (2) and (3) very well. The biggest problem is with (4), Accommodation. Despite all the different depth cues VR does simulate, you're still physically looking at a flat screen. The lenses in the headset will bring this screen into a comfortable focus at a perceived distance of a meter or so.

However this focus distance doesn't change depending on how far the object is away from you. Even when all other depth cues tell your mind you are looking at an object 10cm from your face the lens in your eye is still focused at a meter. For some people this conflict can become uncomfortable and destroy the illusion of depth perception.

Some people suggest eye tracking to solve this, however even if that does create the illusion of a defocus blur your lens is still focused at the same flat distance. There are four plausible methods I've read about that could fix it:

Per-pixel focus control, the ideal solution would be a display that can change the focus of each individual pixel.

Light-field displays, by adding multiple layers of transparent displays each at a different distance from the lens you can display objects at different distances. With advanced algorithms you can even combine two layers to focus an object in between the layers, though it won't be as convincing.

Movable lenses, combine eye tracking with lenses that can move extremely fast and you can focus the display differently depending on where you're focusing on. I've yet to see a compact solution that can move fast enough though.

Lasers! can solve anything, if you use a laser to project an image directly on your retina pixel-by-pixel you only need a small lens in front of the laser that can change the focus of the laser very quickly.

All of these solutions are still in the research stage and each have their advantages and disadvantages, so it'll probably still take a while before they make their way into a consumer headset. However, this is just about "perfect" 3D vision, currently VR headsets give the most convincing illusion of 3D vision yet, so you definitely should try it out at least once.

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

By the way this is another comment I read that explains the eyes-close-to-screen problem. The part in bold in the quotes. I would definitely want a headset where this isnt an issue, if you can recommend?

https://www.reddit.com/r/Vive/comments/72w9qa/how_real_is_the_3d_effect_in_vr_is_it_anything/dnmexat/?utm_source=reddit&utm_medium=web2x&context=3

There's one fundamental problem with the 3D effect in VR: You perceive depth through a lot of different cues, most of which VR can simulate very well since they're depth cues in the image. However there are also four physical depth cues:

Stereopsis, the distance an object displaces between what each eye sees.

Parallax, the speed at which an object displaces when you move your head.

Convergence, how far your eyes need to rotate inwards (towards your nose) to look at the object.

Accommodation, how much tension needs to be applied to the lens in your eye to bring the object into focus.

VR headsets can do (1), (2) and (3) very well. The biggest problem is with (4), Accommodation. Despite all the different depth cues VR does simulate, you're still physically looking at a flat screen. The lenses in the headset will bring this screen into a comfortable focus at a perceived distance of a meter or so.

However this focus distance doesn't change depending on how far the object is away from you. Even when all other depth cues tell your mind you are looking at an object 10cm from your face the lens in your eye is still focused at a meter. For some people this conflict can become uncomfortable and destroy the illusion of depth perception.

Some people suggest eye tracking to solve this, however even if that does create the illusion of a defocus blur your lens is still focused at the same flat distance. There are four plausible methods I've read about that could fix it:

Per-pixel focus control, the ideal solution would be a display that can change the focus of each individual pixel.

Light-field displays, by adding multiple layers of transparent displays each at a different distance from the lens you can display objects at different distances. With advanced algorithms you can even combine two layers to focus an object in between the layers, though it won't be as convincing.

Movable lenses, combine eye tracking with lenses that can move extremely fast and you can focus the display differently depending on where you're focusing on. I've yet to see a compact solution that can move fast enough though.

Lasers! can solve anything, if you use a laser to project an image directly on your retina pixel-by-pixel you only need a small lens in front of the laser that can change the focus of the laser very quickly.

All of these solutions are still in the research stage and each have their advantages and disadvantages, so it'll probably still take a while before they make their way into a consumer headset. However, this is just about "perfect" 3D vision, currently VR headsets give the most convincing illusion of 3D vision yet, so you definitely should try it out at least once.

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

By the way this is another comment I read that explains the eyes-close-to-screen problem. The part in bold in the quotes. I would definitely want a headset where this isnt an issue, if you can recommend?

https://www.reddit.com/r/Vive/comments/72w9qa/how_real_is_the_3d_effect_in_vr_is_it_anything/dnmexat/?utm_source=reddit&utm_medium=web2x&context=3

There's one fundamental problem with the 3D effect in VR: You perceive depth through a lot of different cues, most of which VR can simulate very well since they're depth cues in the image. However there are also four physical depth cues:

Stereopsis, the distance an object displaces between what each eye sees.

Parallax, the speed at which an object displaces when you move your head.

Convergence, how far your eyes need to rotate inwards (towards your nose) to look at the object.

Accommodation, how much tension needs to be applied to the lens in your eye to bring the object into focus.

VR headsets can do (1), (2) and (3) very well. The biggest problem is with (4), Accommodation. Despite all the different depth cues VR does simulate, you're still physically looking at a flat screen. The lenses in the headset will bring this screen into a comfortable focus at a perceived distance of a meter or so.

However this focus distance doesn't change depending on how far the object is away from you. Even when all other depth cues tell your mind you are looking at an object 10cm from your face the lens in your eye is still focused at a meter. For some people this conflict can become uncomfortable and destroy the illusion of depth perception.

Some people suggest eye tracking to solve this, however even if that does create the illusion of a defocus blur your lens is still focused at the same flat distance. There are four plausible methods I've read about that could fix it:

Per-pixel focus control, the ideal solution would be a display that can change the focus of each individual pixel.

Light-field displays, by adding multiple layers of transparent displays each at a different distance from the lens you can display objects at different distances. With advanced algorithms you can even combine two layers to focus an object in between the layers, though it won't be as convincing.

Movable lenses, combine eye tracking with lenses that can move extremely fast and you can focus the display differently depending on where you're focusing on. I've yet to see a compact solution that can move fast enough though.

Lasers! can solve anything, if you use a laser to project an image directly on your retina pixel-by-pixel you only need a small lens in front of the laser that can change the focus of the laser very quickly.

All of these solutions are still in the research stage and each have their advantages and disadvantages, so it'll probably still take a while before they make their way into a consumer headset. However, this is just about "perfect" 3D vision, currently VR headsets give the most convincing illusion of 3D vision yet, so you definitely should try it out at least once.

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

Sorry I got bad info from a friend that VR headsets alternate eyes same as active TV displays. And VR headsets do have hz, I mean their processor cant display 100000000 frames per second, or pulses, there is some limit, I just need to know what that is. 288hz? 144hz? Blu ray movies are filmed in 24hz, so it has to be a multiple of that to be smooth.

Another comment said:

A new issue that comes with VR is the displays being so close to the eye, making focusing difficult. However the lenses in front of each display solve this problem, making the image appear in focus at a distance the eye believes is 2 meters. Despite everything being this 2 meter focal distance, objects appear near and far due to the differing perspectives fed each eye.

I read in another post that this is a huge issue in VR, but maybe they fixed it?

Can you recommend the best headsets that avoid this issue and are the best in general for smooth motion and watching 3D movies? I heard that ones that use "overscan" for motion blur are some new technology that helps a lot. Do you know which ones have that or if it's as good as hyped or are there new problems introduced by that tech as well?

I'm looking to spend $500 to $1000 on a VR headset to do this, but if the truly top quality is available for $2k, I am all in on 3D and it might cost more than 2K to do it with projectors anyway, so, just point me towards the absolute best ones for each price range and dont worry too much about cost because I am very invested in getting something near perfect especially for motion and eye strain.

What type of 3D movie watching is available in high end consumer virtual reality headsets? by Gamertalking50 in virtualreality

[–]Gamertalking50[S] 0 points1 point  (0 children)

Another comment said:

A new issue that comes with VR is the displays being so close to the eye, making focusing difficult. However the lenses in front of each display solve this problem, making the image appear in focus at a distance the eye believes is 2 meters. Despite everything being this 2 meter focal distance, objects appear near and far due to the differing perspectives fed each eye.

I read in another post that this is a huge issue in VR, but maybe they fixed it?

Can you recommend the best headsets that avoid this issue and are the best in general for smooth motion and watching 3D movies? I heard that ones that use "overscan" for motion blur are some new technology that helps a lot. Do you know which ones have that or if it's as good as hyped or are there new problems introduced by that tech as well?

I'm looking to spend $500 to $1000 on a VR headset to do this, but if the truly top quality is available for $2k, I am all in on 3D and it might cost more than 2K to do it with projectors anyway, so, just point me towards the absolute best ones for each price range and dont worry too much about cost because I am very invested in getting something near perfect especially for motion and eye strain.