I don’t want to get too long on this, so I’m going to explain it quickly. And excuse my English.
As a developer I have been working a lot on the subject of lenses in all VR glasses. And I have been very interested in varifocal technology (which has points related to what I am going to explain).
Contrary to what many believe, people do not have a single IPD. We have a range. This generally goes between NEAR IPD (reading a book) and FAR IPD (seeing a landscape). Among them we have a full range of IPDs, like the Computer IPD (closer to near than to far). Optometrists usually only give the maximum range, but not the intermediate ones.
The IPD is totally related to the real sense of depth and presence. For example, if we use the NEAR IPD in VR, we will see close objects with the depth that they have in the real world, but we will see they flat and closer to what they should be.
If we use the FAR IPD (as is usually done) we will see the nearby objects flatter than they should be and somewhat distant, but we will see the three-dimensional backgrounds and in place.
Some professionals start using VR IPD. This is located 3 meters in front of the user, since 90% of VR games require room escape with spaces that make you fixate on targets at that distance.
For example, my IPDs are:
FAR IPD: 68.5mm (inifinite)
NEAR IPD: 66.2mm (30cm)
VR IPD: 67.5mm (2-3 meters)
Once you feel that you really have your IPD well configured you feel the depth of the 3D just like in the real world, but only in that distance (far/near). That is why I use different IPDs depending on the game. For open world games I use 68.5mm. For games where I manipulate objects all the time I use 66.2mm. And for generic games I use 67.5mm.
The eyes move between these IPDs to simulate depth in the real world, which is not the case in VR.
However an eyetracking system could easily do a software adjustment of the image to achieve something similar to what is achieved with varifocal technology (only without distance blur). But the depth effect with eye-tracking glasses with IPD depth correction would be abysmal compared to current technology.
Really 80% of VR gamers play their games semi-flat. Until now it did not matter because the SDE hid that feeling. But the arrival of HMDs without SDE and high pixel density is showing this deficiency.
Until eyetracking solves it, I advise you to measure your FAR / NEAR IPD and play with it according to each game. When you get the first setup right, you can’t believe you’ve been playing in semi-flat VR before.
@PimaxVR @PimaxUSA hope you can add an option in Pitool to use eyetracking and adjust distance between far/near IPD. I think it is a bit difficult, but depth information can be extracted comparing pixels between eyes.