fix-the-spade said:
So, based on your experience, can we assume that the Hololens is quite dependent on having an accurately calibrated pupillary distance for each user?
Something I've wondered about for the Rift is how they get around that without causing massive depth perception issues and the resulting dizziness/spew trails. Although it is fun to watch people keel over.
We'll have to see if they can fix the FOV issue and if this thing will require a dedicated projection surface to work on, I have to assume they will and it won't or this thing will be dead on arrival.
The oculus definitely depended on measuring IPD using a calibration utility, and correctly entering the values in the config utility. (or the demo software itself for older SDK releases).
There is a limit though based on the design of the lens assembly and the like.
The final consumer version apparently has adjustable IPD by physically moving the assemblies involved, which would probably increase the range, but it would still require software configuration.
The Fove headset which is currently on kickstarter (whose primary additional feature appears to be infrared eye tracking), claims to be able to use the eye tracking system/ IR camera rig to measure IPD and other parameters without manual calibration, which is interesting to note for systems which have some degree of eye tracking capability to them...
It does remain an open question how well such systems work.