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Research Radar/Mixed reality/Canada

VR and passthrough bend your reach in opposite directions

On the same Meta Quest 3, virtual reality users reached 0.31 cm short while camera passthrough users reached 0.43 cm too far. The virtual reality shift also lasted after the headset came off.

What the paper found

Forty adults pointed at targets on one Meta Quest 3, half in virtual reality and half in camera passthrough. The two modes shifted aim in opposite directions: passthrough users overshot by 0.43 cm and virtual reality users undershot by 0.31 cm. After the headset came off, virtual reality users kept a 0.35 cm undershoot that passthrough users did not.

Grade 5 reading level5 min readPreprint · not yet peer reviewed

What happened

Step off a boat after a long trip. The dock feels like it is moving. Your body learned the boat, and it takes a while to unlearn it.

Headsets do the same thing to your reach. Wear one, point at things, and your arm quietly retunes itself. Take the headset off and the new tuning is still there for a bit.

Modern headsets have two modes. In full virtual reality you see a drawn world. In camera passthrough you see the real room through the headset cameras. A new study asked whether those two modes bend your aim the same way. They do not. They bend it in opposite directions.

The test

The paper is “Divergent Perceptuomotor Recalibration in Virtual Reality and Video-Passthrough Mixed Reality on the Same Head-Mounted Display”. Xiaoye Michael Wang, Grant Monahan and Timothy N. Welsh wrote it. All three work at the University of Toronto, in Canada. It went on arXiv on 6 August 2026. The paper says it has been sent to the IEEE for possible publication.

Forty right-handed adults took part, aged 18 to 31. Twenty used full virtual reality. Twenty used camera passthrough. One person in the passthrough group was dropped for a tracking fault, so 39 people are in the numbers.

Everyone wore the same headset, a Meta Quest 3. They sat at a table with four dots on it, each 2 cm across, at 20, 25, 30 and 35 cm from a start point. A marker sat on the right index fingertip, tracked 250 times a second.

Each person pointed at dots 320 times. Sixty-four pokes with no headset. Then 128 in their assigned headset mode. Then 128 more with the headset off again. The first set gives a baseline. The last set shows what the headset left behind.

The result

The two modes pulled in opposite directions from the very first block. Passthrough users reached too far, by 0.43 cm on average. Virtual reality users reached too short, by 0.31 cm. Same headset, same table, same dots.

They also learned at different speeds. Passthrough users fixed most of the error inside about six blocks. Virtual reality users needed about 14 blocks to get to the same place. By the end of the session, both groups had settled close to their own baseline.

The gap showed up again after the headset came off. Both groups now reached short. Passthrough users started 0.35 cm short and drifted back to normal. Virtual reality users started 0.51 cm short and were still 0.35 cm short at the end, roughly 10 to 15 minutes later.

Distance made virtual reality worse. For every extra 5 cm of reach, virtual reality users fell a further 0.19 cm short. In passthrough that figure was 0.07 cm.

What it means

One headset does not mean one behaviour. Teams often build a training app, test it in passthrough, then ship a virtual reality version of the same thing. This study says the aim data from one mode does not carry over to the other.

It matters most where reach is the point. Surgery practice. Assembly training. Sports drills. Physiotherapy. In all of those, the app scores how close you got. If the mode itself shifts your aim, the score is partly measuring the mode.

There is also an after-effect to plan for. People walked away from virtual reality still reaching short. If your staff take a headset off and go straight to fine handwork, give them a few minutes first.

Business ideas from this paper

  1. Sell a drop-in test scene for Unity that measures a user’s reach error before and after a headset session. Who buys it: studios shipping virtual reality training apps who need proof their scoring is fair. A price to test: 400 dollars per project. A one-week test: build one scene, give it free to ten studios, and count how many run it and ask for support.
  2. Sell a two-minute reset drill people run after taking the headset off, before precise work. Who buys it: firms whose staff use headsets then handle tools, samples or wiring. A price to test: 4 dollars per person per month. A one-week test: script the drill, run 20 people through pointing tests with and without it, and show the two error numbers to three safety managers.
  3. Sell a short lab report that runs this pointing test on a client’s own app, in both modes. Who buys it: medical and industrial training vendors who must defend their accuracy claims. A price to test: 3,000 dollars per report. A one-week test: run it free on one public app, publish the chart, and email it to 15 training vendors.

How sure can you be?

The errors are small. A 0.35 cm lasting shift is about three and a half millimetres. That is enough to matter for a needle or a solder joint. It is not enough to matter for grabbing a door handle.

This is one lab, one headset, one task. Thirty-nine young adults pointed at flat dots on a table. Most had little headset experience. Nothing here tells you what happens after an eight hour shift, or with older users, or in a moving vehicle.

The authors name their own biggest limit. The two modes differed in many ways at once. Scene, targets, how the hand looked, and the camera pipeline all changed together. In virtual reality people saw a solid, drawn hand. In passthrough they saw their real hand. SO THE STUDY SHOWS THAT THE TWO MODES DIFFER, NOT WHY THEY DIFFER.

The paper also notes its passthrough setup did not place virtual objects on the real table, which is what mixed reality is usually for. It is a preprint with no code or data link. To settle this, someone must change one factor at a time, on more than one headset, with more people.

Do this today

If you ship an app in both modes, measure aim in both modes before you trust either score. If your team wears headsets at work, put a short gap between the headset coming off and any fine handwork.

Source: Divergent Perceptuomotor Recalibration in Virtual Reality and Video-Passthrough Mixed Reality on the Same Head-Mounted Display, August 2026. arXiv:2608.06132 · arxiv.org (preprint · not yet peer reviewed).

Just Out Tech explains new research in plain language. This article was drafted with AI assistance and checked by a human against the original source.

What to remember
  • On the same headset, camera passthrough users overshot targets by 0.43 cm while virtual reality users undershot by 0.31 cm, an opposite bias from the first block.
  • Passthrough users corrected most of their error within about six blocks of eight pokes, while virtual reality users needed about 14 blocks to reach the same state.
  • After the headset came off, virtual reality users kept a lasting 0.35 cm undershoot over roughly 10 to 15 minutes, while passthrough users returned to their own baseline.

Questions people ask

does virtual reality make you reach short?

In this study it did. Twenty adults using virtual reality on a Meta Quest 3 undershot the target by 0.31 cm at the start of the headset phase. The undershoot got worse with distance, adding a further 0.19 cm for every extra 5 cm of reach.

how long does the effect last after taking the headset off?

Both groups reached short right after removing the headset. Passthrough users started 0.35 cm short and drifted back to their baseline. Virtual reality users started 0.51 cm short and were still about 0.35 cm short at the end of a roughly 10 to 15 minute period.

how big was the study?

Forty right-handed adults aged 18 to 31 took part, 20 in each group. One passthrough participant was dropped for a tracking fault, leaving 39 in the analysis. Each person made 320 pointing movements at dots 2 cm across placed 20, 25, 30 and 35 cm away.

does this mean one headset mode is better than the other?

No. Both groups ended the headset phase close to their own baseline accuracy. The point is that the two modes start you off wrong in opposite ways and correct at different speeds. The authors also say many things differed between the two setups at once, so the study cannot say which factor caused the gap.

About the author

Mark Alex

Mark Alex is the founder and Managing Director of Real Biz Digital, a technology company operating out of Nairobi since 2018. He works in agentic AI and the Model Context Protocol, AI governance, enterprise software architecture and cybersecurity. He holds an MSc in Mechatronical Engineering from Obuda University in Budapest and a BSc in IT, Forensic Technology and Cybercrime, from USIU-Africa in Nairobi, and has published IEEE conference research on an AI-powered digital twin for greenhouse systems. He is the author of seven books. Between 2020 and 2024 he mentored more than 200 university students and interns in Nairobi. He writes every Just Out Tech article from the original research paper.