This is a well known problem, and there are quite a few potential solutions - Doug Lanman, the lead of Display Systems Research @ FRL made a bunch of nice presentations on a variety of different approaches a couple years ago (all on YouTube, well worth watching one [1] for anyone with a passing interest in the really cool developments going on).
While I think varifocal is going to be the near-term solution, I do have a soft spot for the various light field displays I've seen.
[1] EI 2020 Plenary: Quality Screen Time: Leveraging Computational Displays for Spatial Computing https://www.youtube.com/watch?v=LQwMAl9bGNY
Here’s some actual problems that are harder:
* while your eyes remain accommodated to focus on that distance, it no longer corresponds with the way they track objects close or far away, by pointing closer together etc
* lack of correspondence between movement on screen and in the real world (usually translation, rather than rotation which tracks head position) for non-roomscale content (i.e. games where you move around larger scenes) causes motion sickness.
I believe Nvidia demoed a solution for this at SIGGRAPH ~4 years back. Liquid lenses were employed to change the lenses focal length based on the content and user gaze.
If you give it another try I'd suggest games such as SuperHot, beat saber and pistol whip, as youre only controlling your camera perspective, which makes it much more tolerable.
But yeah, one frame drop and it's gonna feel like someone bashed your face in without leaving a bruise. My worst experience had me feeling unwell for several days after, just thinking about putting the headset on gave me a bad feeling.
I feel like this current version of VR is just a proof of concept, but i don't think it's going mainstream for gaming, ever. Controls are clunky at best compared to what you can do on a regular display, as everything else makes you nauseous
Shibata, Takashi, Joohwan Kim, David M. Hoffman, and Martin S. Banks. “Visual Discomfort with Stereo Displays: Effects of Viewing Distance and Direction of Vergence-Accommodation Conflict.” Proceedings of SPIE 7863 (February 15, 2011): 78630P-1-78630P – 9. https://doi.org/10.1117/12.872347.
Daniel, François, and Zoï Kapoula. “Induced Vergence-Accommodation Conflict Reduces Cognitive Performance in the Stroop Test.” Scientific Reports 9, no. 1 (February 4, 2019): 1247. https://doi.org/10.1038/s41598-018-37778-y.
Batmaz, Anil Ufuk, Mayra Donaji Barrera Machuca, Junwei Sun, and Wolfgang Stuerzlinger. “The Effect of the Vergence-Accommodation Conflict on Virtual Hand Pointing in Immersive Displays.” In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, 1–15. CHI ’22. New York, NY, USA: Association for Computing Machinery, 2022. https://doi.org/10.1145/3491102.3502067.