![]() Those are things that I think will have to be overcome before you design even just hardware that I think really makes sense for younger kids to be wearing for an extended period of time," Zuckerberg said. So not small kids, but at least people in their teens and adults. And different things like the weighting of the device are designed for people who have a certain amount of neck strength, for example. ![]() "The device is designed for people who have a certain IPD (interpupillary distance) range, how far apart your eyes. But Zuckerberg also points to how the Quest 2 headset isn't weighted or optically aligned for smaller heads and eyes. Is VR even safe for younger kids? We don't really know, and Facebook is punting on the issue. Meta hasn't figured out the truly next-gen way to handle this yet. Always keeping the Guardian playspace boundaries on can help too, but these overlays can also get distracting during games. The Quest 2 is slowly adding more experimental features: one, called Space Sense, overlays real-world outlines of objects into VR as you play. I set up my play areas very carefully with plenty of extra room near walls, and I stay away from others. The Quest 2 doesn't have collision-detection or object-avoidance awareness like a car or a robot might, so you could hit someone in the room by accident, break a lamp, trip over someone or something or, even worse, punch your hand into a wall. But after that, there's no sense of where obstacles might be. This boundary-setup process recognizes if there are obstacles in the way, and shows you them in black-and-white using the Quest's passthrough cameras. Setting up a boundary for your VR play, called a Guardian, happens when you turn on the headset. VR is a high-motion situation where games ask for lots of movement and hand-swinging. Safety: You could trip, or hit something or someone
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