A Stanford University study of prolonged use of headsets such as Apple's Vision Pro suggests that users may experience real-world aftereffects, such as depth perception issues or simulation sickness. Spatial computing is Apple's self-chosen buzzword for wearable computers with see-through capabilities. Due to the novelty of this technology, there is little information on the health effects of using this tool, but researchers are working on it.

According to a research paper published by Stanford University's Virtual Human Interaction Laboratory, VR headsets that rely on pass-through capabilities, such as MetaQuest 3 and Apple Vision Pro, may have a psychological impact on users. While this study is more of a guide to lay the groundwork for future research in this area, the findings suggest that users should be cautious when using these products for extended periods of time.

The study was conducted and authored by 11 people of various races and genders. Each has an extensive background in researching and working with pass-through headsets.

The researchers used a number of existing headsets, including Apple's yet-to-be-released Apple Vision Pro. However, the research and results appear to come primarily from the MetaQuest 3 headset and other products, not Apple's Vision Pro.

real and virtual

Product specifications such as field of view, pixels per degree, and refresh rate affect how the wearer sees the world and therefore how much distortion is amplified. As shown in the video above, the MetaQuest 3 model used in the test suffered from incredible distortion issues, especially when objects were close to the headset camera.

VisionPro and MetaQuest3

Distortion, insufficient field of view, poor contrast, and other effects can cause the brain’s cognitive dissonance between what’s in the headset and what’s real. Wearing a VR headset for an extended period of time and then trying to walk or perform tasks normally can be difficult.

MetaQuest3 has a field of view of 110 degrees and a PPD of 18. The research report stated that compared with MetaQuest 3, Apple Vision Pro has improved on problem functionality, but there is still room for improvement.

There are various unconfirmed estimates regarding the VisionPro's specs, with a field of view of 100 degrees to 110 degrees and a PPD of around 34. Apple won't release these specific ratings for its hardware, and the numbers won't be determined until the Vision Pro is in users' hands.

Compare these parameters to an average person with two eyes and 20/20 vision, and you can see the gap between virtual and reality. Humans have an effective PPD of 60 and a viewing angle of 220 degrees.

Specs aren't the only issue, as algorithms are used to stitch the images together for viewing on a monitor. When an object (such as a hand) passes in front of the camera and blocks an object, distortion is created around the moving hand, causing the edges to bend and blur, like a funhouse mirror.

The study noted that MetaQuest 3 wearers had problems judging distance, viewing moving objects, or moving around while wearing the headset. For example, users may have trouble eating, giving high fives, or drawing while wearing the headset.

This is slightly different than the information provided in Apple Vision Pro reviews we've seen so far, so these issues with Apple products may not be as obvious. For example, MKBHD can easily play table tennis, and Joanna Stern can also cook, eat and drink with Apple Vision Pro on.

brain training

Because viewing the world through a headset is different from viewing the world through the naked eye, the brain adapts. This adaptation means that using the headset becomes easier over time as the brain learns to compensate for distortion, distance judgment and other issues.

Seeing the world through VisionPro is not healthy

That's not necessarily a good thing, though, unless you plan on wearing the headset forever. If your brain has adapted to react to things when viewing the world through a headset, you'll find that even when you take the headset off, your brain is still compensating, at least for a while.

If you've ever worn "drunken glasses", you may have experienced a similar phenomenon. Wearing those distorted glasses for more than a few minutes gives your brain time to adjust, but take them off and you're suddenly off balance.

Or, imagine that you have been drifting at sea for several months and developed "sea legs". When you first step off the boat onto dry land, you'll look silly, lifting your legs too high and waiting for the ground to rise to meet your step.

The human brain is very adaptable, which can cause problems for headset wearers. The long-term effects of this physiological phenomenon are unknown, so caution must be exercised.

There are also social issues, and the isolating nature of the headset, even with pass-through functionality. Talking to someone through a screen will never be the same psychologically as talking in person.