As I understand it, due to lens setup this shouldn’t actually be the case. Iirc the view for say a Valve Index ends up at something like 60cm.
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 vergence accomodation can still be a problem, even if the focus is fixed at 60cm (close to infinity). If an object is up close in the virtual world (say 20cm), it's still stuck at a focus of 60cm.
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.
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.