The best way to improve field of view is to position the optics as close as possible to the eyes. Physically adjustable IPD (distance between eyes) and eye relief (distance from lens to eye) lets you optimize the field of view for your face. With these features, as well as the dual-element lens and canted optics, this headset provides 20° more FOV than the HTC Vive for typical users. (100 degrees horizontal)
This article states the Vives fov can be up to 145 degrees? (+35/+45 with lense distance adjustment?
HTC Vive . The HTC Vive has the best field of view with about 145 diagonal degrees when your eyes are about 10mm away from the lenses. That means you’re getting an FOV of about 100 horizontal degrees and about 110 vertical degrees with a stock HTC Vive .
Valve definitely is advertising that decreasing lense distance to eyes increases perceivable fov, by up to an additional 20 degrees. (For the typical user, that could mean up to 130 degrees perceivable fov for some users, likely those with eyes that are not very inset far into the face.)
I think the Vive Pro only has about 92 degrees horizontally. So yes, the index has roughly 20 degrees more. But I agree that they then should have specified Vive PRO
No. Those who got 110° with the Vive are not the “typical users” in question - they are very specific (EDIT2: …and exceedingly rare…) users.
Did Valve write in this rather deceptive manner on purpose? Don’t know, but I was certainly among those who received a fair share of downvotes in fanboy circles, when pointing out that fine print, before the device came out. (EDIT: The 130° thing is entirely on the punters.)
Fanboy types have been overestimating their FOVs with every HMD ever.
I call b.s. on Vives perceivable 145 degrees diagonal fov, thats 110 degrees horizontal+vertical fov for 130 diagonal fov, + 15 with lense distance adjustment.
Index is probably like 108/110 degrees plus 10/15 degrees with the lense dial
Artisan is also definitely not 170 degrees diagonal in any regard, it’d be 150 diagonal degrees maximum, after taking into account +15 extra degrees with the lenses 10mm from your face.
Not sure where you get that? I only have the Vive Pro, it has about 92 degrees horizontally visible in ROV tools, even after removing the foam (it does render substantially higher, per Risa’s tool, but that’s not visible in the headset)
HTC Vive . The HTC Vive has the best field of view with about 145 diagonal degrees when your eyes are about 10mm away from the lenses. That means you’re getting an FOV of about 100 horizontal degrees and about 110 vertical degrees with a stock HTC Vive .
@Virtuousity Yes, my case is an old version and without a comfort kit, I bought a week after the announcement of the helmet. and which case you can photograph it with, I do not understand a bit what is the difference? except for automatic painting (mine was painted by hand and it is cracking)
But you keep posting reviews. This is about advertisements from the producers. Pimax advertises the Artisan’s Fov on their website as 170 diagonally and 140 horizontally. While my Artisan only has 120 horizontally.
Yeah Pimax has definitely taken their artisan diagonal fov advertising too far, it is false and misleading no doubt about that.
If you look at the picture I posted below; even after taking into account perceivable fov being an extra 15 degrees, theres no way the artisan can be 170 degrees diagonal. It would be 150 degrees diagonal fov maximum - 125 degrees horizontal rendered fov + 15 degrees fov with lense distance adjustment = 140 horizontal and 150 degrees diagonal)
But the perceived FoV can NEVER be more than the reported rendering FoV. It can only be less (due to part of the rendered image not being shown, like on the Vive Pro for example)
Then why is Valve advertising 20 degrees more than Vive fov for the typical user if thats true and perceivable fov can’t be more than rendered fov, when Index lense size is 110 horizontal degrees and Vives is 100 horizontal degrees ? ? ?
You yourself found that Index gave you a horizontal fov value of 108 degrees when using Risa’s ROV tool, wheres the extra 10-20 degrees coming from according to Valves advertising?
The additional 15 degrees fov possible by reducing lense distance to eyes is not calculated on the program.
130 diagonal would be 120 horizontal still, my question still stands wheres the extra 10-20 degrees coming from on index over vive if its 108 horizontal, if perceivable fov can’t be greater than rendered fov or increased by reducing distance of lenses to eyes.