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The current Oculus prototypes and all future versions of the Rift feature translational head tracking as well as rotational tracking, so leaning forward brings you closer to the content in front of you. The general goal of the system is to avoid having it feel like there is anything fixed to your head, and it appears that they will succeed in delivering this to consumers by the end of this year. Google for their Crystal Cove prototype for more videos showing it off.

As far as the weight, it's not any heavier than a pair of beats headphones, or the gaming headphones I already wear at my desk. It's mostly a display, some lenses, and a bunch of empty space - it's not too heavy. Plus you have the benefit of a more comfortable sitting position.



I've used the crystal cove and I actually had an experience that is pretty much your example. I was in the demo where you fly around and in the cockpit there was a screen down near my legs and to the right that was unreadable from my normal vantage point. When I brought my head forward and turned to the side, I was able to then read the text on the screen. It was really surreal.


i think the real worry is the long-term impact of having your eyes focused at infinity (as they are in the rift). there have been a bunch of reports of people having focusing weirdness after using the rift for a while. not a big deal, sure, but what happens after using the oculus for 5, 10 years?


It could also just mean that you should expect 'focusing weirdness' when you adapt to the rift, for the first few days. It could be harmless.

Humans are masters at adaptation. I guess we should just wait and see.





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