Just a little amusing and not that surprising.

  • alpine_jim@piefed.social
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    1 day ago

    huh? Your eyes absolutely do have limited depth of field just like any camera, and need to focus at a particular distance. Anything as close as your nose will be out of focus, and if you’re reading something close, your distant vision will be blurry.

    You usually don’t notice it because the focus immediately follows your active attention.

    It looks wrong in games when the game wrongly assumes which item on screen you actually want to be looking at.

    • Cethin@lemmy.zip
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      1 day ago

      I think you misunderstood what they meant. Like you said, your eyes adjust to have anything you’re looking at in focus. This means games shouldn’t use DoF because it makes everything not in the center of the screen out of focus. Our eyes can look at anything on the screen, not just the center. Until the game can track our eyes, not the center point, DoF is doing the opposite of what our eyes do. We can only look at one point clearly, instead of seeing anything we look at clearly.

        • KairuByte@lemmy.dbzer0.comM
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          22 hours ago

          Just to back up your edit, the tech has been around for decades. Only really reached consumers properly a couple decades ago, and has had no real adoption beyond the novelty. VR has brought it further into adoption, since you can render things at lower quality where the user isn’t looking. Further development of course depends on the adoption of VR which is slow at best and stagnant at worst.

        • halcyoncmdr@piefed.social
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          23 hours ago

          I feel like this is sort of how foveated rendering works now in VR with eye tracking. Rendering only what’s directly in the center of your view at full resolution to reduce the rendering workload and boost performance. Since you’re not going to actually view all that a full resolution anyway in your peripheral vision.

          https://en.wikipedia.org/wiki/Foveated_rendering

          • redjard@reddthat.com
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            22 hours ago

            It should be a lot harder than foveated rendering. For foveation you need to know the position of the eye, but for dof you need the shape of the lense inside the eye.
            You could try estimating the focus based on what the eyes together point at, but the eyes don’t actually focus in perfect match with their stereo vision.

            And then if you do manage to track it, you need to undo the eyes lense too, since it’s naturally trying to blur the screen away from being in focus.
            Currently vr just ignores it and the eye just doesn’t focus like it naturally would, but if you wanna have say the ability to focus between two overlapping things with the other blurring out of the way, you need that lense input, so you need the eye to focus, so you need to let the lense squeeze while the screen stays in focus.

            Tracking lenses seems so hard I wouldn’t be surprised if we get light field displays first. Which sidestep the whole problem and are really the right way to do it. Proper sharpness and blur on a passive screen even without tracking. For a good looking blur you probably only need a handful angular pixels, since you know the exact location the eye is at.

            • Cethin@lemmy.zip
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              21 hours ago

              Yeah, VR doesn’t need to fake it. Foveated rendering does fake it to an extent, but it’s purely at a detriment to image quality, but it’s out-of-focus anyway, so that doesn’t really matter, but the performance increase does.

    • BCsven@lemmy.ca
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      1 day ago

      Their point was wherever we look it is in focus, because our eyes adjust, so the game should not blur anything, because if I want to look at trees down the road they shouldn’t default to blurry because I’m not at the trees.