other than "can't fall off a seat tray" there isn't much point in having 4 virtual monitors if it gives you less readable real-estate than a real monitor.
Really? Even if the visible, readable real-estate is limited, I think there's be a huge usability boost from using... "virtual monitors" is a terribly ambiguous phrase... virtually co-located monitors?
The key metric for me is how much information I can access with input under a minimal threshold. From personal experience, a hotkey to swap virtual desktops (e.g. Alt+Up) still isn't the same as having multiple physical monitors to reference.
However, I'd expect VR head orientation changes to look at different monitors to be fairly similar perceptually to what I do now, since it's the same physical action.
The bigger problem for the seat-tray problem is, afaik, both Oculus and the Vive use externally located tracking devices. Would be curious whether a fuzzier, internal-sensor-only, limited "intent" tracking mode (e.g. flick head to switch monitor) would make people hurl or not.
> Would be curious whether a fuzzier, internal-sensor-only, limited "intent" tracking mode (e.g. flick head to switch monitor) would make people hurl or not.
Yes, it would. This has been studied pretty extensively, the head movements need to be very precisely matched by rendering. The absolute worst you can do is any kind of non-linear response -- acceleration + lag can make people who are very tolerant of VR nausea literally throw up.
Its that bad. Its a well-studied phenomenon called 'simulator sickness'. A kind of aphasia, for some it can persist for days beyond the initial experience.
If you don't experience it, good for you, you are one of the lucky ones.
No, you don't know what you're talking about. Simulator sickness is not a black or white issue. It's even possible to avoid it by making the display worse.
Makes sense - worse means less involvement with your sensory expectations. Its when you're brain is convinced it should sense vestibular changes and it doesn't, that you throw up, get nauseous and dizzy etc. The difference between 'looking at' and 'believe you're inside of' a simulation hinges on the quality of the experience.