Most HMDs (head-mounted-displays, VR headsets, goggles, w/e you call them) released had 2 screens, with slight offset between them for realism. But herein lies the problem; we don't see 2 flat surfaces when we look at our world, it's impossible to consciously notice but we see sort of a dome shape. That's how we can look out of the corners of our eyes to see things coming.
So the solution is to make an HMD that uses 2 very light-weight OLED dome displays that cover the eye. This not only solves the problem of realistic vision, but eliminates the problems standard dual-LCD HMDs have, namely the bulkiness (which was required to block out light and hold primitive technology) but is doesn't do anything fo the biggest problem which is depth perception.
That's actually something we need to touch on in this thread. Depth perception is a BIG player in the "is it 3D or not" game. If you had NO depth perception, life would be like looking a big animated flat surface. Depth perception lets us see that some things sit in front of others, some behind, etc...
The problem with this involving HMDs is that the software never really simulated the depth perception, they left this to the HMD. But when you have an LCD less than 3 inches from your eyeballs, all of that is lost. Mostly everybody has an LCD monitor, close your eyes, get as CLOSE as you can, and open them. Doesn't exactly look 3D huh? In order to get proper depth perception from an LCD, you'd need an HMD that's about 2 feet long!
I think the OLED dome scenario can fix this, however, I'm still working out exactly how that would work. I'm trying to avoid math as much as I can, but it will most likely have to come in at some point.
