Stereo Video in XR passthrough causing eye strain

Using the code from this example but applying it to video shot at 180’ dual eye, causing a LOT of eye strain on quest3 XR passthrough.

What can be done to reduce eye strain?

Playing with the parameters of dual eye stereo graphics can be a lot of fun. But, if you over-do it, you’ll experience the eye strain or head ache like you do.

As a basic rule of thumb, I’d recommend to adapt the viewing distance from your screen, the screen dimensions plus the FOV value to what you’d actually see in real live. Then slowly go from there, as long as you can stand any mismatches between what is presented to your eye and what your brain would expect.

Example: At a given viewing distance and screen height, select the vertical FOV value to match ATAN( screen height / viewing distance). Anything else will cause headaches, pretty much like reading while being driven around in a car does.

Back to your problem: you rarely ever get to enjoy a 180° view in real live. Your brain just isn’t wired to process such information.

For a 180° viewing experience, you’d need an infinity-sized screen, or equally unlikely: a zero viewing distance.

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Viewing Distance = It’s XR passthrough so the person can be at any distance as they move around

Screen Height = it’s XR passthrough so there is not really a screen height

Is there a more sensible way to translate these calculations to XR passthrough?

Ths is the object of ongoing research, for instance at Stanford (2024):

Seeing the World Through Digital Prisms: Psychological Implications of
Passthrough Video Usage in Mixed Reality

Excerpt: (highlights mine)

Simulator Sickness
Our field notes showed that a majority of passthrough sessions
caused simulator sickness symptoms, ranging from symptoms of
eye strain to nausea, dizziness, and headache. In general, the 11
authors spend a lot of time each week in various MR headsets. For
over half of us, who typically do not easily succumb to simulator
sickness, to do so is quite notable, especially given that individual
sessions were typically less than an hour.
One of the most accepted theories of simulator sickness in head-
mounted displays is the sensory conflict theory (Reason & Brand,
1975), under which scholars argue that users may experience
sensations of nausea, dizziness, stomach awareness, head fullness, and
sweating as a result of mismatches between the visual system,
vestibular system, and nonvestibular proprioceptors.

Considering the current (2024!) research cites “sensory mismatch theory” as the most accepted theory, which is almost 50(!) years old, I wouldn’t expect breakthroughs any time soon.