Dio wrote:That hugely annoyed me in the 3D film I went to see too. I kept on getting annoyed that bits of the film I wanted to look at were out of focus.
One very simple example "for all" that makes me MENTAL.
Take a 64x64 dot texture, apply a gaussian blur on it for a bit, make it "a smoothed dot" with not even that much blur and use it as a pointsprite, plot it around in the OR ( or Morpheus same thing ) ...
Result : the most shittest thing you could ever think to look at !!!
It's like "this thing is COMPLETELY BROKEN" and "OMG MY EYES ARE GOING TOTALLY INSANE".
Bottom line : THERE'S NO SUCH THING IN NATURE.
Bottom line 2 : seeing things inside an oculus is NOT like seeing them on a simple screen, it's totally different.
Yes we all know step function, aliasing theorem, sync filtering, optimal windows and stuff like that.
But we also all know that "there's no such thing as smoothing in real life" or if it is it works in different ways.
So far you been all seen a 2D thing with your 3D vision, now you are going to see a 3D thing in 3D vision it's all another kind of thing.
I've seen years ago quite an article on some IEEE Computer & Graphics issue about "the checkerboard problem" and various antialiasing methods .. reality is "NONE of them really fixes truly the problem", actually "the problem is unfixable".
MORE RESOLUTION VICAR and 120 Hz at least.