>>294622076
I've competed plenty, I know how to shoot straight. The concept is that there are blind spots in your vision due to not having high resolution.

Think of an image of a beach taken from a birds eye view. It is displayed on a monitor. The image is represented as a raster of pixels. There are people laying on the beach. Some of those people have exposed tattoos that display the names of someone significant in their life.

On a low resolution monitor, you'll be able to see that it is an image of a beach, with human figures on it.

On a high resolution monitor, you'll be able to see the exact same thing a person looking down on the beach might have been able to. Our eyes can only take in so much detail. But when you move closer to the high resolution monitor, no more detail is revealed. You might be able to identify a person, but not see what their tattoos say.

On a very high resolution monitor, you'll be able to move closer to the screen to reveal more detail - you'll be able to see what the tattoos say.

In the same way a very high resolution monitor reveals more than a high resolution monitor, current HMDs do not reveal the entire scene to you. A person stood far away enough from a viewer can stand "between pixels", and be effectively invisible, assuming a completely stationary viewer. The screen door effect is literally that you see these gaps. If you look hard enough, you can even see subpixels. When we have HMDs with pixels the size of these subpixels, then we'll be able to accurately represent the game world. Before that, it's a design limitation that must be considered in map design.