I meant to say the visible black bars/unused peripheral vision/ area not within ski goggle vision when using round vive lenses of 100 degrees, which are more visible when the lenses are far away from the eyes, compared to when the lenses are really close to your eyes.
These sentences made my brain crash into a blue screen state. I think I’m going to slowly back away from the conversation. Maybe @jojon can continue?
That’s the fun part Valve really isn’t. They Advertise you can see up to 20° more with the Eye strain relief. Meaning essentially perceive more depending pupil to lens vs fixed pupil to lens setups.
Did you apply the mod to the lens of Vive Pro?
Do you prefer Vive Pro or Artisan?
That’s just it. It Can’t; it’s rendered FoV is I believe 115. People assumed with the perceive up to 20° more FoV meant 130. It means that people will perceive between 95 and 115.
This is simply advertising gimmick. However the Index if I recall matches OG Vive for Horizontal FoV where if mem serves Vive Pro has slightly less.
Yeah I used the Vive Pro both with and without mod. Haven’t really used my Vive Pro in a long while and I know for a fact that memory plays tricks, but in my memory the Vive Pro has a bit more SDE. Then again, I think I’ll hook up my Vive Pro today again, just for the fun of it.
Vive pro OLED certainly has more SDE than LCD HMDs. however it also has real black and bright colors. It has excellent build quality and good audio. So I would be curious to understand a comparison with Artisan. It is always done with Index but never with Vive Pro with Lens Mod
And the comfort is outstanding, I think of all the headsets I own, that system is the most comfortable (although it does get a bit warm and is a bit heavy). Yeah I always enjoyed the Vive Pro.
Im using Vive Pro with lens mod ad kit wireless, I love this HMD…with Index Controller it’s the best OLED solution, I wont change It for Index…but Im interested in Artisan because of FoV…but I dont know if It it’s enough for change my Vive Pro
Like I mentioned above: Everybody brings with them their own preconceptions and semantic experiences, when they read something, and I find myself unable to interpret the core of what you write here, and to Djonko above, in a way that is not utterly contrary to my own understanding and experience.
So if I, for an analogy, replace the lens in the discussion with a keyhole, and peer through that keyhole, with my face pressed all the way up to it, I can see quite a bit of the room behind the door.
If I then sit back a bit, so that my eye is farther from the hole, I can no longer see as much of the room (screen) - the view is occluded by the lock and door, leaving only a small sliver of unobstructed view. -What I am getting from what you wrote, is that the lock and door in this analogy is the black bars you mentioned; And this can only elict in me a: “Uhmm, yes - naturally; And…? That is all out of scope, isn’t it?”
I have talked about black bars myself in the past, but that has always been about parts of one’s FOV that can be seen through the lens, but that is not covered by active screen.
A manufacturer will ideally want to fill the view through the lens all the way out to all edges (…and will never waste rendering power on something that is completely impossible to see), but have to bend to realities in one way or other.
Noteably, the screens bump up against one another in front of the nose, so we are yet to experience a consumer grade HMD that can offer full human stereo overlap - everything past the left edge of the right eye’s screen, and vice versa, looks much like there are black bars superimposed on the view to me, and I have described it that way several times in the past.
With their CV1, Oculus chose to sacrifice some FOV for resolution, so they took away both stereo overlap and total FOV, and thus gained a 20% resolution advantage over the HTC Vive, causing an additional sharp, straight black edge in the periphery, with the lens covering a bit of FOV past the edge of the screen, where one could only see the inside of the mounting tube.
Likewise, with the Pimax 8k/5k, we limit the FOV by not using parts of the screen, when using “small” and “normal” FOV mode.
(In the Index, like the Vive Pro before it, the edges of the screens can be seen as black discs taking a nibble out of the view in each cardinal direction - feels a bit like wearing blinders. Personally I estimate FOV at the “waist” of the resulting saddle-shaped FOV, rather than the widest points.)
Things are of course somewhat complicated by the matter of occlusion changing due to the pupil moving in front of the lens when one look around, so that one is closer to the edge one is looking toward, and thus lose optical FOV in that direction, whilst gaining it in the direction one is looking away from. (Less of a problem with the very wide lenses of the Pimax 8k/5k series.)
You are confusing two tools . My tool is called
hmdq
and is just a command line tool with the source code (and binaries) available on GitHub (https://github.com/risa2000/hmdq), which just reads the “raw” values advertised by OpenVR (SteamVR) and calculates some other values for the headset.
So called “ROV tool” is actually a VR application written by Oscar (@knob2001) (TESTHMD by knob2001), originally published on Spanish site Real o virtual (ROV) (https://www.realovirtual.com/), which is allowing the user, to “measure” the values by making an observation directly in the headset.
The former reports theoretical maximum (what the user could see), the latter shows to the user, what is actually seen.
Not as defined by hmdq
tool, which includes the hidden area mask into the calculation of the rendered FOV. (Again, what is not rendered, either because of the raw FOV limits, or because it is masked by the HAM is not included into the rendered FOV.)
Please keep in mind that the “aspect ratio”, your table is computed for, in VR does not correspond to the aspect ratio of the displays in the headset, but to the aspect ratio of the rendered image. Which, for example in Pimax case, quite differs from the display. The difference is coming from different optical properties of the headset (lense) and how the rendered image is displayed on the display.
Well I assume that colors are very important to you and hence you’re on the Vive pro, right? So in that case it’s probably best to keep it. The Index is quite a step down and the Artisan even more, when it comes down to color reproduction.
I just dusted off my Vive Pro again, like said, hadn’t used it in a long while. The colors are fantastic indeed, switching back to the Index was quite a cold shower in that sense. And my first thought was, “hmm that SDE isn’t nearly as bad as I remembered it”. However once I started playing the SDE started to irritate me again, especially a bit more in the distance it’s quite visible. Together with the slightly lower FoV (it’s also not as bad as I had remembered it, I just measured 104 degrees horizontally in ROV, by removing the foam and pressing the headset as close to my face as possible, so in practice it’s probably a bit lower), I prefer the Index. And I really like the 120hz mode on the Index and the sound is also quite a bit better.
Between the Artisan and the Vive Pro, I’d probably go with the Artisan. But again, these are all personal opinions, if colors are very important, stay with the Vive Pro.
On that note… For future headsets (EDIT: Regardless of display tech):
If I am not misremembering; The p8kX, at avg. 22-ish or so PPD, may be close to the point where you could conceivably freeze the resolution for the blue primary color, because our eyes have a significantly lower part S-cones, than they do M- and L ones, and only increase resolution for red and green.
At double again, over 8kX, you might be able to ease off on red, and let green pass the finish line alone, at triple.
…that said: By that point we’ll want resolution raised by a magnitude, for lightfield displays.
That sounds terrible, you should cut your losses and sell that Artisan to me immediately.
I did cut off the fabric that blocks the incoming light, around the nose. But if you’re interested, send me a PM @DPangolin or anyone else for that matter. I have too many headsets laying around here.
I have some additional data points from Risa’s tool. This is at 90hz normal mode.
Total FOV:
horizontal: 122.87 deg
vertical: 115.56 deg
diagonal 135.22 deg
overlap: 86.79 deg
That horizontal FoV is quite similar to mine (not sure where the small difference comes from but oh well). So it really seems that the latest batches of Artisans are 120-ish wide FoV and the earlier ones up to 130.