Tried to give a speech to a few people in VR, and the lack of FOV meant I had to scan back and forth constantly, with my entire head, it was super awkward. FOV is important for lots of reasons.
@@coffeebreakhero3743 The problem is that increasing the fov in software will make it look distorted and out of sync with your brain, causing at best confusion and at worst a bit of nausea.
140 is all we are asking for for the most part. 240 is just super amazing really. Its crazy we're still on 100 fov as it is with some still getting less.
I just want to have peripheral vision. It doesn't have to be full rez on the sides, just let me have some light shining into my eyes from the scene around me so I can have some kind of sense of what's happening. We don't need full rez outside of where we can even point our eyes - which is about 90 degrees. Everything outside of 90 deg can be way lower rez. They added a new extension to OpenGL a few years ago called "multiview" where a single draw call can result in rendering to multiple framebuffer targets, and in the vertex/pixel shaders the framebuffer being rendered to can be incorporated into how the rendering occurs - allowing a single draw call to render two separate views simultaneously. We need an extension to that which allows us to render a super low rez view that can be stretched around the high rez
@@CharlesVanNoland You aren't looking directly at things all the time though, your eyes can move without your head moving. And foveated rendering like the psvr2 would be much better than a static blurry perihpery
Thanks for mentioning about how the VR industry has been ignoring FOV. I've been very frustrated that not only is the trend in newer VR headsets to not attempt to increase FOV at all, but they're actually getting even narrower! I think the industry is going in that direction not because customers don't want wide FOV, but because most of them don't know that they want it and don't understand it. Most people will have never experienced it and so there's a significant degree to which they don't miss what they've never tried. Add to this the mess that is manufacturer claims about FOV measurements which are consistently flat out lies. And the FOV side of the VR equation is just clouded in smoke. Whereas the clarity side is... well.. clear and easy for consumers to understand. But once you've tried wide FOV, I think most people find it hard to go back. It's an enormous competitive advantage. It's what has kept Pimax in business despite the company making otherwise poor products. They're the only game in town for wide FOV for consumers. If a reputable VR company started making wide FOV VR headsets, I believe they would immediately dominate narrow FOV headsets anywhere near the same price point.
Oculus DK1 had worse image quality than HMDs from the 90s, but it was revolutionary in FOV and it sold more units than any HMD in history before it. Abandoning microdisplays is the whole reason VR industry was reborn, so it's super ironic seeing this hype around them. To be fair, this time with pancakes it's different and they can finally be usable for VR, but the trade-offs are still serious.
@@kazioo2 Thing is , its still not going to be used in lower end products. A single LCD has such a low cost, Meta for example wont be switching to microdisplays any time soon on their Quest lines. So yes, you are right, but also, the move forward is to have more than one sku that we all have been saying any of these companies should be aiming at. One headset for the guy that talks non stop about their headset + company | another one for little Jimmy that got to play with their uncle's unit and wants to try VR before they then turn into the higher end again later down the road.
@@bullshitdepartment I could also say that there's no point in having a crisp and perfect image with narrow FOV (I already enjoy that in my PC monitor).
@@kazioo2 I'll be happy with 140°. Valve Deckard/Index 2 and Lynx R2 will probably do it for me. Maybe whatever Google has cooking up for AR/MR glasses too alongside since they acquired Focals couple years ago.
i feel like we need more events that celebrate/encourage the software side of vr. It's hard to feel excited about all this new hardware when there's very little to use it for.
Software follows hardware in a lot of cases. If the hardware isnt there - then software will either have a harder time getting there or simply don't see the value to create some thing for it. Software can be paid off to make a few titles to get people in... but you can't do that really with hardware as we have real limits in how hardware works. Lets be real, if you could get your hands on your prefect hardware set - you would jump ship from any company to get that headset esp if that headset (hardware wise) can start replacing the needs of other items such as your monitor, console, pc, etc.
This stitching of the lenses looks much like what sim racers do when they have a 3 monitor setup by the looks of it. It will increase the immersiveness quite a bit, especially when they use special strips of plastic along the bezels to help "fuse" the separate images into one.
Yes! Larger FOV is what I am waiting for, still. I’m perfectly okay with the resolution of the Quest 2, but FOV needs to improve for it to be an option for productivity and full immersion.
I'm very excited about this. As a simracing fan, I know how important FOV is for immersion (much more, in my opinion, than resolution or display quality).
@@blkcyborg92Are you serious? Even with the launch of the Crystal they fkd up numerous things like people getting copper cables or plastic lenses instead of glass lenses. Why should I give a company my money if I have to play lottery to get what I was promised and ordered???
This is so exciting!! I was expecting big sacrifices on image clarity, but I was pleasantly surprised! I would absolutely buy a headset with these lenses if it was lighthouse tracked!!
FOV, comfort and black levels have always been the most important thing for me in VR. My Quest 2 is way higher res than my old PSVR1 and the tracking is way better as well, but the PSVR1 felt miles better to use because dark areas were actually nice to look at and the headset was comfortable. Using the Quest 2 feels like looking through binoculars, and dark areas in Half-Life Alyx look completely gray.
Thanks Brad. I can see foldable screens, like Samsung’s, being used in future hyper-wide FOV VR headsets. The question then is if they can support the necessary high pixel density VR requires and if the lens can align well enough to avoid the seams altogether.
AAAAAAAAAAAAAAHHHHHHH I'M LOSING MY MIND!!!!!!!!!!!! I was thinking about the Varjo Aero because I might just be able to afford it next month but then all this good stuff is showing it's face. My Mind Is MELTING!!!!!
Because of how blurry your sight is at the edges, i feel like the side panels could be much lower ?resolution? without impacting the benefit of having them.
I kinda agree, but i also agree with what Trevokable said. He's right, in alot of cases, you'll wanna use these lenses to look side to side without turning your head. Maybe they can still be clear, and not pixelated to the point where it's noticeable.
VR innovation is just AMAZING! I can't believe how good things are getting. Folded lenses looks like a real breakthrough. My only thoughts were people with small IPDs and large heads (if the design might not fit their faces properly). That might be a minority though. If Valve does folded optics in the next headset I'll die and go to VR heaven lol.
Tried out some vr with the fairly normal 105 degrees fov or close to that and honestly the lack of peripheral view pretty much kills the immersion for me, this tech is what will REALLY make it interesting
Even the significantly smaller FoV version would be huge compared to existing pancake lens headsets, which is amazing. 120 hfov! So glad this technology is finally happening. VR is closing in on the dream tech we all have hoped for.
What sucks super hard is when Apple buys the IP out from under these companies and then say, "this is a great tech 'end point' that we'll get to in 20 years" and in the mean time they provide tiny incremental upgrades so they can make the same amount of money over and over on 20 iterations of the same hmd.
This thing is my Roman empire. I've thought about it at least once every couple of days since this video came out. Add some eye tracking for foveated rendering. You would have my money.
You probably can notice the line. They added more lenses on the edges of the current two so that might need some work. This could look great on your head but probably not perfect. You're probably gonna see a line
Probably one day if I buy a headset with a wide FOV I will notice what I have been missing. I already notice the difference between the Pico4 and Quest2, so much that I always prefer to use the Pico4 instead of the Quest2.
You know, the stuff that allows for accurately rendering the FOV for both displays on each eye without distortion has been around for a while; Nvidia has its own implementation of this for, say, multi-monitor setups that are set up angled around the user, that unfortunately very few games utilize.
I would much rather have more fov and hz than resolution. In my experience, It's more immersive when it's fluid rather than choppy with good resolution.
I want to replace my desktop monitors with VR as soon as possible. ppi is somewhat important to me. I kind of like what simulavr is doing, but it puts me off that they don't pursue pancake lenses.
Ya I personally find comfort to be a main starting point for monitor replacement. and PPD after that. Speaking of that Limbak company that was acquired from under Lynx's nose, SimulaVR was also using a Limbak design lawl
It's AR that will do that, anyone tried Nreal Air with Nebula in Windows will understand, surrounding awareness is a must have for monitor replacement + these glasses reached already 120hz while have a weight that Equals quarter that of Bigscreen Beyond
I gotta get a new screen in my 4k TV, so I moved the ps5 to the room, sold my GameCube & ps2 so I gave away the old TV in the room, & all I have in the room is the PS5 & PSVR 1 strung up on the cieling fan. Def a Ready Player One feel to it
I think this is Apple's *_real_* goal. The replacement of our primary interactions with not just Desktop displays, but TV's, Phones, Tablets, everything. The death of the 2D display on a box as the focal point & centerpiece of all this computin' stuff we do. Trying to change zeitgeists is kinda their thing. But they're going to face a trash-talking, deliberately skeptical press for a while.
Big FOVs won't start showing up more until the businesses decide to change how their lenses are made. They can't keep doing flat screens with one flat lens if they want a large FOV in an average size VR headset. Take the StarVR One and the Pimax 5k Super. The StarVR One has curved lenses and maybe curved screens (hard to determine the screens from videos), giving it a 210⁰ FOV. The Pimax 5k Super is pretty bulky with its flat lenses and screens, giving it a 200⁰ FOV. The Crystal is close to the same size as the StarVR One, but has a 140⁰ FOV. This could be because they didn't need a full vision FOV for this, or there wasn't enough space for bigger lenses. To get better vision, the lenses have to either be how they are shown in the video by combining 2 flat lenses together with 2 flat screens per side, or better, curved lenses with curved screens Using curved lenses would also require companies to start making their own custom lenses, being more expensive than making flat ones. TLDR: Companies need to stop laying on what they have and start designing their headsets in new ways.
One problem I could see with these lenses is that glasses wearers would either have to wear contacts or risk scratching the lenses to the side as it would be significantly harder to make prescription filters for something like these lenses.
@@SadlyItsBradley Although I was just thinking about it, would it be possible to have a dioptre in the lenses in front of your eyes and leave the lenses to the sides of the eyes the same?
I guess that's good new for lynx, shows theyre not out of the game and will likely bring a wide fov xr into fruition. but unfortunately I'd have to wait for final product after the rough... still ongoing rollout of the lynx r1 getting to backers
There must be a way to use curved screens and curved lenses to make a headset that looks like cyclops visor from x-men with a screen that literally wraps around your head, giving you full FOV to the limits of human vision.
pancake large fov and projection screen small fov will be the future. its just gonna take a while to get there. i dont consider micro led until i see one happening.
I'm honestly more excited about the 140 fov. 240 isn't really feasible for stand alone headsets, and that's what interests me most. But a jump from 100 to 140 would add so much immersion to the experience. It would be a huge game changer in my opinion.
resolution is also important. It seems the chromatic aberration correction by software also adds to the edge 2 edge clarity. Since Pico fixed the chromatic aberration on the Pico Neo 3 Link, it's edge 2 edge clarity turned from extremely good more to bad now. If you have a higher resolution the chromatic aberration correction should be much better when it comes to image sharpness.
I always thought that for real immersion you need a VR Headset needed in the first place: FOV and Sweetspot. Being able to move your eyes before the head, without a diving mask effect but above all without losing focus. Yet the industry has always gone to improve other (marginal) aspects first. It's time to see VR headset with +FOV and SS? I hope others go in this direction, and that they do soon!
Didn't they try canting the front displays inward to get full eye stereo overlap ? I always find the the right eyes can't see much on the left and same goes for the left seeing right
You are correct, however, many people will examine transition between central and peripheral visual modules (42 deg eye rotation that is out of comfort zone) and would feel significant change in visual quality. To avoid this effect, the peripheral display have to stay above 1000ppi.
I've been waiting since getting the Quest 1 for a good (not Pimax) wide FOV headset that just works. It seems like every year I go back to strongly considering buying a full Index kit before deciding to hold on a bit longer. If a company can nail a headset with 140+ FOV, 120hz, good resolution without distortion, 360° tracking, with wireless PCVR I would buy it pretty fast even if it's as expensive as the Quest Pro when it launched. Why is it 2023 but we still don't have an upgraded version of the Index? It's all sidegrades. I'm starting to get the feeling that even the Deckard will have sacrifices when compared to the Index. TLDR - I want a wireless PCVR headset that I can't say "the Index is better" in any way, even if it's just a slight bump in specs with a wireless module.
Tried to give a speech to a few people in VR, and the lack of FOV meant I had to scan back and forth constantly, with my entire head, it was super awkward. FOV is important for lots of reasons.
this is solvable with software I think, no?
@@coffeebreakhero3743 The problem is that increasing the fov in software will make it look distorted and out of sync with your brain, causing at best confusion and at worst a bit of nausea.
this is why I love my pimax.
140 is all we are asking for for the most part. 240 is just super amazing really. Its crazy we're still on 100 fov as it is with some still getting less.
I just want to have peripheral vision. It doesn't have to be full rez on the sides, just let me have some light shining into my eyes from the scene around me so I can have some kind of sense of what's happening. We don't need full rez outside of where we can even point our eyes - which is about 90 degrees. Everything outside of 90 deg can be way lower rez. They added a new extension to OpenGL a few years ago called "multiview" where a single draw call can result in rendering to multiple framebuffer targets, and in the vertex/pixel shaders the framebuffer being rendered to can be incorporated into how the rendering occurs - allowing a single draw call to render two separate views simultaneously. We need an extension to that which allows us to render a super low rez view that can be stretched around the high rez
@@CharlesVanNoland You aren't looking directly at things all the time though, your eyes can move without your head moving. And foveated rendering like the psvr2 would be much better than a static blurry perihpery
WAAAAAAT?! Yes plz i want to have the virtual wrapped around me entirely
With 3d polarization, so even when your eyes move the aspect of your view changes.
We now know what the next step is for Bigscreen lol
Please with inside out tracking. Even though base stations are better, for 95% of the content it doesn't matter anymore...
Better FOV has been one of my most desired improvements for VR. This is awesome.
Thanks for mentioning about how the VR industry has been ignoring FOV. I've been very frustrated that not only is the trend in newer VR headsets to not attempt to increase FOV at all, but they're actually getting even narrower!
I think the industry is going in that direction not because customers don't want wide FOV, but because most of them don't know that they want it and don't understand it. Most people will have never experienced it and so there's a significant degree to which they don't miss what they've never tried. Add to this the mess that is manufacturer claims about FOV measurements which are consistently flat out lies. And the FOV side of the VR equation is just clouded in smoke. Whereas the clarity side is... well.. clear and easy for consumers to understand.
But once you've tried wide FOV, I think most people find it hard to go back. It's an enormous competitive advantage. It's what has kept Pimax in business despite the company making otherwise poor products. They're the only game in town for wide FOV for consumers.
If a reputable VR company started making wide FOV VR headsets, I believe they would immediately dominate narrow FOV headsets anywhere near the same price point.
Oculus DK1 had worse image quality than HMDs from the 90s, but it was revolutionary in FOV and it sold more units than any HMD in history before it. Abandoning microdisplays is the whole reason VR industry was reborn, so it's super ironic seeing this hype around them. To be fair, this time with pancakes it's different and they can finally be usable for VR, but the trade-offs are still serious.
I think people just prioritize clarify over fov. No point in having all that fov if it's a blurry mess
@@kazioo2 Thing is , its still not going to be used in lower end products. A single LCD has such a low cost, Meta for example wont be switching to microdisplays any time soon on their Quest lines. So yes, you are right, but also, the move forward is to have more than one sku that we all have been saying any of these companies should be aiming at. One headset for the guy that talks non stop about their headset + company | another one for little Jimmy that got to play with their uncle's unit and wants to try VR before they then turn into the higher end again later down the road.
@bullshitdepartment7638 why not have both? Today it should be possible to have a wide fov plus a high resolution.
@@bullshitdepartment I could also say that there's no point in having a crisp and perfect image with narrow FOV (I already enjoy that in my PC monitor).
Can’t wait for a readily available headset that has everything!
For no more than $200
yes please cure cancer while you’re at it
Image quality vs FoV will be a huge trade off to choose in this decade.
@@kazioo2 I'll be happy with 140°. Valve Deckard/Index 2 and Lynx R2 will probably do it for me.
Maybe whatever Google has cooking up for AR/MR glasses too alongside since they acquired Focals couple years ago.
@@CaptainPanick Let's be realistic.
if a second bigscreen beyond headset happens, this would be the perfect upgrade
Pretty cool! I hope more companies expand on wide FOV.
I'd like to see these with aspheric lenses
You can't get edge to edge clarity with single aspheric lens, just because laws of optics
Just awesome, I can't wait to see this lenses on headset 😍 game changer
I'm glad someone in the VR industry is focused on a wide FOV. Perhaps in the near future these will be the new norm. Makes me hopeful.
FOV is such a limiting factor in VR atm. It is such an integral part to our vision, and without it, it feels claustrophobic.
i feel like we need more events that celebrate/encourage the software side of vr.
It's hard to feel excited about all this new hardware when there's very little to use it for.
Software follows hardware in a lot of cases. If the hardware isnt there - then software will either have a harder time getting there or simply don't see the value to create some thing for it. Software can be paid off to make a few titles to get people in... but you can't do that really with hardware as we have real limits in how hardware works. Lets be real, if you could get your hands on your prefect hardware set - you would jump ship from any company to get that headset esp if that headset (hardware wise) can start replacing the needs of other items such as your monitor, console, pc, etc.
I am super excited to support Hypervision in their journey and to use their optics for future Somnium, Lynx, Vrgineers VR headsets.
The future is now old man, still no pancake
This stitching of the lenses looks much like what sim racers do when they have a 3 monitor setup by the looks of it. It will increase the immersiveness quite a bit, especially when they use special strips of plastic along the bezels to help "fuse" the separate images into one.
The stitching is done in such way that you do not feel it unless you are deliberately looking for it! It is quite amazing
Thanks for another great video. 140 degree Quest pro quality type lens with that 4k x 4k moled display you showed us would be a dream.
Yes, with 4K display 2.56" the HO140 lens provides 43ppd
I'm somehow more hyped for what's coming in VR than I was when I saw The Blu on Vive for the first time, because now, I know what I want.
Yeah, fov is really the last piece that's missing. I'm happy to see some progress here.
Yes! Larger FOV is what I am waiting for, still. I’m perfectly okay with the resolution of the Quest 2, but FOV needs to improve for it to be an option for productivity and full immersion.
I'm very excited about this. As a simracing fan, I know how important FOV is for immersion (much more, in my opinion, than resolution or display quality).
Very interesting, a good FoV with a very nice edge to edge clarity is exactly what I want. So this lenses sound really very good.
You rock Brad. So much interesting stuff.
Resolution is important but I've always felt immersion is relative to FoV. This is exciting progress.
Yes!! I am totally dying for high FOV and higher resolution, but not willing to go for Pimax
Why not?
@@blkcyborg92Are you serious? Even with the launch of the Crystal they fkd up numerous things like people getting copper cables or plastic lenses instead of glass lenses. Why should I give a company my money if I have to play lottery to get what I was promised and ordered???
@@blkcyborg92Broken promises, poor quality control, specification lies, big and heavy form factor, etc.
A wide field of view is super important for immersion
This is so exciting!! I was expecting big sacrifices on image clarity, but I was pleasantly surprised! I would absolutely buy a headset with these lenses if it was lighthouse tracked!!
bruh you turned it around to the camera and i involuntarily said out loud "YOo WHat tHE fUUuCcK?" Pancake lenses are so awesome.
FOV, comfort and black levels have always been the most important thing for me in VR. My Quest 2 is way higher res than my old PSVR1 and the tracking is way better as well, but the PSVR1 felt miles better to use because dark areas were actually nice to look at and the headset was comfortable. Using the Quest 2 feels like looking through binoculars, and dark areas in Half-Life Alyx look completely gray.
That's great, can't wait to have a more immersive vr experience
Thanks Brad. I can see foldable screens, like Samsung’s, being used in future hyper-wide FOV VR headsets. The question then is if they can support the necessary high pixel density VR requires and if the lens can align well enough to avoid the seams altogether.
AAAAAAAAAAAAAAHHHHHHH I'M LOSING MY MIND!!!!!!!!!!!!
I was thinking about the Varjo Aero because I might just be able to afford it next month but then all this good stuff is showing it's face. My Mind Is MELTING!!!!!
Very WIDE!
Because of how blurry your sight is at the edges, i feel like the side panels could be much lower ?resolution? without impacting the benefit of having them.
I agree
But don't you need to be able to turn your eyes without turning your head?
I kinda agree, but i also agree with what Trevokable said. He's right, in alot of cases, you'll wanna use these lenses to look side to side without turning your head. Maybe they can still be clear, and not pixelated to the point where it's noticeable.
@@Trevokable yeah... you know like in real life ... unless you are a shifty eyed mf
It depends on application. For military you would want a bit higher resolution but for casual SocialVR use you are right.
This what we’ve been waiting for
keep your dirty hands off this tech please meta. we dont want it disappearing to never be seen or heard of again.
Thanks for your updates! Every time your videos appear in my feed, my view of the world is usually changed for the better.
VR innovation is just AMAZING! I can't believe how good things are getting. Folded lenses looks like a real breakthrough. My only thoughts were people with small IPDs and large heads (if the design might not fit their faces properly). That might be a minority though. If Valve does folded optics in the next headset I'll die and go to VR heaven lol.
Tried out some vr with the fairly normal 105 degrees fov or close to that and honestly the lack of peripheral view pretty much kills the immersion for me, this tech is what will REALLY make it interesting
Even the significantly smaller FoV version would be huge compared to existing pancake lens headsets, which is amazing. 120 hfov!
So glad this technology is finally happening. VR is closing in on the dream tech we all have hoped for.
240 fov, clear passthrough, OLED screens, and good cameras on the front
Exactly! This is what I am looking forward! Higher FOV!!!!!!
What sucks super hard is when Apple buys the IP out from under these companies and then say, "this is a great tech 'end point' that we'll get to in 20 years" and in the mean time they provide tiny incremental upgrades so they can make the same amount of money over and over on 20 iterations of the same hmd.
many many thanks - hope we shall see it in this life .
Can't wait for you to talk about ant reality glasses!
HOLY SHIT
This thing is my Roman empire. I've thought about it at least once every couple of days since this video came out. Add some eye tracking for foveated rendering. You would have my money.
You probably can notice the line. They added more lenses on the edges of the current two so that might need some work. This could look great on your head but probably not perfect. You're probably gonna see a line
Give me 140 all day long! That's the sweet spot. No need for 240, we will loose too much definition with such fov.
Can't wait for Apple or Facebook to buy out this company....
Probably one day if I buy a headset with a wide FOV I will notice what I have been missing. I already notice the difference between the Pico4 and Quest2, so much that I always prefer to use the Pico4 instead of the Quest2.
I often use my Pico 4 without the face gasket increasing the FOV even more with a small towel resting on my forehead so it doesn't press on my nose
@ExpandingCircle I think the AMVR facemask is also the reason for a bigger FOV than with the original mask..
200° fov, 20mp resolution per eye, 200hz refresh rate, that's the goalpost to reach before the end of the decade
But it’s gonna take a beast of a computer to run headsets at 200hz. I’d rather just get FOV improvements.
I hope this gets adopted by a headset that caters to the flight sim community. A large FOV and PPD is a requirement.
thanks bradly
You know, the stuff that allows for accurately rendering the FOV for both displays on each eye without distortion has been around for a while; Nvidia has its own implementation of this for, say, multi-monitor setups that are set up angled around the user, that unfortunately very few games utilize.
I think they can solve the corner issues with a better software integration to smooth out the edges. Really cool stuff!
I certainly hope this sort of lense tech would be compatible with eye prescriptions, otherwise I'm afraid it won't do much for me.
Brad the VR Chad ❤😊
Yes, now thats what I’m talking about
I would much rather have more fov and hz than resolution.
In my experience, It's more immersive when it's fluid rather than choppy with good resolution.
And peak brightness. According to Meta, the most important factor to VR immersion for their internal testers was peak brightness.
Peripheral vision was designed to protect us. It's an evolutionarily trait
Cool stuff ! thanks Brad(ley).
I'd wait for deckard another 5 years to have this lol
Here we go again
They could use Frore System's Airjet cooling to cool the displays.
I want to replace my desktop monitors with VR as soon as possible. ppi is somewhat important to me. I kind of like what simulavr is doing, but it puts me off that they don't pursue pancake lenses.
Ya I personally find comfort to be a main starting point for monitor replacement. and PPD after that. Speaking of that Limbak company that was acquired from under Lynx's nose, SimulaVR was also using a Limbak design lawl
It's AR that will do that, anyone tried Nreal Air with Nebula in Windows will understand, surrounding awareness is a must have for monitor replacement + these glasses reached already 120hz while have a weight that Equals quarter that of Bigscreen Beyond
I gotta get a new screen in my 4k TV, so I moved the ps5 to the room, sold my GameCube & ps2 so I gave away the old TV in the room, & all I have in the room is the PS5 & PSVR 1 strung up on the cieling fan. Def a Ready Player One feel to it
Monitor replacement will be the mainstream VR/AR adaptation. Simply as 2D is so efficient way to handle information.
I think this is Apple's *_real_* goal. The replacement of our primary interactions with not just Desktop displays, but TV's, Phones, Tablets, everything. The death of the 2D display on a box as the focal point & centerpiece of all this computin' stuff we do. Trying to change zeitgeists is kinda their thing. But they're going to face a trash-talking, deliberately skeptical press for a while.
Big FOVs won't start showing up more until the businesses decide to change how their lenses are made. They can't keep doing flat screens with one flat lens if they want a large FOV in an average size VR headset. Take the StarVR One and the Pimax 5k Super. The StarVR One has curved lenses and maybe curved screens (hard to determine the screens from videos), giving it a 210⁰ FOV. The Pimax 5k Super is pretty bulky with its flat lenses and screens, giving it a 200⁰ FOV. The Crystal is close to the same size as the StarVR One, but has a 140⁰ FOV. This could be because they didn't need a full vision FOV for this, or there wasn't enough space for bigger lenses.
To get better vision, the lenses have to either be how they are shown in the video by combining 2 flat lenses together with 2 flat screens per side, or better, curved lenses with curved screens Using curved lenses would also require companies to start making their own custom lenses, being more expensive than making flat ones.
TLDR: Companies need to stop laying on what they have and start designing their headsets in new ways.
One problem I could see with these lenses is that glasses wearers would either have to wear contacts or risk scratching the lenses to the side as it would be significantly harder to make prescription filters for something like these lenses.
This is true.
@@SadlyItsBradley Although I was just thinking about it, would it be possible to have a dioptre in the lenses in front of your eyes and leave the lenses to the sides of the eyes the same?
or even having a hardpoint to attach the glasses frames to so that the glasses aren't able to move and so can't scratch the sideways lenses.
Thanks
Stan + Brad = ?
i want to see the beyond use this
OMG OMG OMG OMG OMG every headset maker call these guys TODAY
A $1k 240 degrees headset should do well in the market.
considering the screens are going to cost around 400-500 a pop and you need 4... I dont think 1k will be a thing :P more like 2.5k if not 3k
If we can get an HMD with 240° in a small form factor Pimax will be sweating in their boots.
I guess that's good new for lynx, shows theyre not out of the game and will likely bring a wide fov xr into fruition. but unfortunately I'd have to wait for final product after the rough... still ongoing rollout of the lynx r1 getting to backers
That opening is so r a w.
I wonder how prescription lenses would work with something like this 🤔
good point
an issue I see poping up are custom glass lenses, otherwise, super cool
I would love for the next valve headset to have a version of both 140 and 240 FOV set ups.
I need this FOV... so badly - what do we do to make this happen? Who do we need to wave our hands at hahaha
Just throw them the money already..
Great. Now I need to grow another eye.
There must be a way to use curved screens and curved lenses to make a headset that looks like cyclops visor from x-men with a screen that literally wraps around your head, giving you full FOV to the limits of human vision.
FINALLY
Thanks for posting that! I am visiting shenzhen now and would like to prototype a new HMD. Any info about DIY pancake lenses or micro-lens arrays?
with that you cant watch VR180 without having a black border on all sides lol
Hi Brad, I'm Luke.
Airjet would be great combined with this wide FOV.
pancake large fov and projection screen small fov will be the future. its just gonna take a while to get there. i dont consider micro led until i see one happening.
I am really concerned about the seams, do they look awful ? are they bothersome ? the perfectionist in me is crying
It needs more work.
I'm honestly more excited about the 140 fov. 240 isn't really feasible for stand alone headsets, and that's what interests me most. But a jump from 100 to 140 would add so much immersion to the experience. It would be a huge game changer in my opinion.
higher resolution is cool i guess but fov matters so much more to me
resolution is also important. It seems the chromatic aberration correction by software also adds to the edge 2 edge clarity. Since Pico fixed the chromatic aberration on the Pico Neo 3 Link, it's edge 2 edge clarity turned from extremely good more to bad now. If you have a higher resolution the chromatic aberration correction should be much better when it comes to image sharpness.
I always thought that for real immersion you need a VR Headset needed in the first place: FOV and Sweetspot. Being able to move your eyes before the head, without a diving mask effect but above all without losing focus. Yet the industry has always gone to improve other (marginal) aspects first. It's time to see VR headset with +FOV and SS? I hope others go in this direction, and that they do soon!
Imagine not using a mirror in VRC being able to see out the sides, would buy!
woaw
WOW that's huge! Valve listen up
Didn't they try canting the front displays inward to get full eye stereo overlap ? I always find the the right eyes can't see much on the left and same goes for the left seeing right
the side display probably only need like 480p
You are correct, however, many people will examine transition between central and peripheral visual modules (42 deg eye rotation that is out of comfort zone) and would feel significant change in visual quality. To avoid this effect, the peripheral display have to stay above 1000ppi.
I've been waiting since getting the Quest 1 for a good (not Pimax) wide FOV headset that just works. It seems like every year I go back to strongly considering buying a full Index kit before deciding to hold on a bit longer.
If a company can nail a headset with 140+ FOV, 120hz, good resolution without distortion, 360° tracking, with wireless PCVR I would buy it pretty fast even if it's as expensive as the Quest Pro when it launched.
Why is it 2023 but we still don't have an upgraded version of the Index? It's all sidegrades. I'm starting to get the feeling that even the Deckard will have sacrifices when compared to the Index.
TLDR - I want a wireless PCVR headset that I can't say "the Index is better" in any way, even if it's just a slight bump in specs with a wireless module.
Hi! I'm bread too!
And guess where hypervision probably was "inspired" to make such a prototype...
Cool