Comment by rocky1138 7 years ago I feel like this needs examples. What exactly is he recommending as a gold standard? 2 comments rocky1138 Reply lallysingh 7 years ago 2d interface on the inside of a cylinder that surrounds the user, it seems. Perhaps not all the way around. ascagnel_ 7 years ago That makes sense -- switching depths is more taxing (and gets weirder in VR, since you're not actually changing your eyes' point of focus), but a 2D cylinder gives you as much horizontal space as you could possibly get.
lallysingh 7 years ago 2d interface on the inside of a cylinder that surrounds the user, it seems. Perhaps not all the way around. ascagnel_ 7 years ago That makes sense -- switching depths is more taxing (and gets weirder in VR, since you're not actually changing your eyes' point of focus), but a 2D cylinder gives you as much horizontal space as you could possibly get.
ascagnel_ 7 years ago That makes sense -- switching depths is more taxing (and gets weirder in VR, since you're not actually changing your eyes' point of focus), but a 2D cylinder gives you as much horizontal space as you could possibly get.
2d interface on the inside of a cylinder that surrounds the user, it seems. Perhaps not all the way around.
That makes sense -- switching depths is more taxing (and gets weirder in VR, since you're not actually changing your eyes' point of focus), but a 2D cylinder gives you as much horizontal space as you could possibly get.