amok: The time to believe someting is true or not is when you have evidence for it. Until then, you suspend your belifs and keep gatthering information
Time4Tea: Well, ok. But, if there is a lack of evidence regarding the
safety of something: do we want to be the guinea pig? Maybe I'm not as ok with that as you seem to be.
A lack of data on the safety of something does not mean that thing is safe. A recent example comes to mind of that Titan sub that imploded. I wouldn't have got into that thing if you paid me a million dollars, and 'lack of evidence' wouldn't exactly have been very reassuring.
But I am not a guinea pig, though. Modern VR has been around for over 10 years now, and the guinea pigs (the early adopters) are still alive and doing well. I didn't get my first VR set right away; I got mine about 4-5 years ago, and there were no alarming reports before then, I checked.
During this time (and before it hit the mass market), there has been a lot of research on VR and its impact on the human body, covering everything from neurological to physical effects, including eye strain, nothing adverse has been reported yet. However, historically, we have seen similar claims made about each new medium, and each time they were proven to be false.
The only real issue physically with VR is not eye strain, but VR sickness, which is indeed a real thing. Some people do get physically sick when using VR. My wife was one of them; she could not use VR for any length of time without feeling sick. She also had problems playing first-person games, getting nauseous then as well (so she played games like Skyrim and Fallout 3 in third person, and then it was fine). However, VR sickness is one of those areas that has been extensively studied, and we now know more about the mechanisms that induce it, and techniques have been introduced to reduce it. Not to mention that some of the causes were technological (frame rate, smoothness, field of view, etc.), so as technology improves, we have also seen a reduction in VR sickness. But it is still an area that we have more to learn, and at the moment there are some people who just cannot use VR because of it.
Randalator: [...]
But VR headsets work differently. They don't use lenticular screens, they adapt to the distance between your eyes and while the screens are technically much closer, you don't actually focus on them. You are focussing on a point way BEHIND the screens as if your were looking through a window. There can still be some strain due to cheap lenses/screens or bad calibration but it's much less pronounced.
This is also why, if you (like me) wear glasses, then you use glasses inside the headset. The path of light works in the same way as it does outside the headset.
To me, that boggles the mind a bit. You have this device that is just a few centimeters from your nose, but the simulated paths of light within it can 'extend' for kilometers.
When I got my first headset, I didn’t use my glasses because I thought you had to adjust the lenses to fit your vision correctly, and the image was a bit blurry. At first, I thought I had done something wrong, or that the game I was trying was a bit blurry (disappointing!), but then I read that the lens adjustment was there to accommodate the space for glasses. So, I used mine, and the image was clear, just like in 'real life.' I was astonished at the time :)