HTC is back! Vive pro 2 with 2.5k * 2.5k per eye @ 120 hz

So whats the horizontal fov measured in the test hmd tool ?

index got 130 degree vertical and 108 horizontal for me in the rov test tool

That’s impossible :slight_smile: Here is the DB from Risa’s tool, which measures the rendered FoV. The visible FoV will never be more than that: HMD Geometry Database | Collected geometry data from some commercially available VR headsets.

So that’s 109 vertical. As @evertec said above, MRTV measured 90 vertical but he did so using a visual tool (probably ROV). We’d need him to run it through Risa’s tool. I’m sure he’ll do so in his final review. Hopefully there’s at least a few more degrees that we can see if we mod the foam a bit.

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@Djonko @Douglarse

To get a more true max FoV really need a tool like @risa2000 Hmdq to see what it is rendering. It seems odd to have 90° Vertical and 114° Horizontal. In that both FoV values should be like the G2 in that these are square panels. Otherwise it sounds like there is a fair amount of panel utilization waste in the Vertical with at current user FoV test showing 24° difference between Vertical and Horizontal.

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Your confusing values. The index doesn’t have 130° FoV vertically or Horizontally. I don’t think it even has that diagonally.

People presumed 130 based on with Eye relief you can see up to 20° more.

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That’s what rov test tool gives me🤷 I measured it myself. I placed the lenses as close to my face as possible and maxed the ipd slider

Either that, or an absolutely atrociously low stereo overlap.

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There is a bugged RoV tool version which shows incorrect values for vertical FOV. You may have it. Could you check with the tool from Infinite? (iNFINITE | VR Headset database and utility)

This one should do the vertical measurement more correct :wink:.

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Got 101.0° horizontal with the HP reverb G2
And 92.0° vertical ( with the G2).

Gonna test Pimax xr with large fov now :slightly_smiling_face:

( Index I can’t test because right now steam VR doesn’t detect my HMD for some reason (USB Bug) )

Those are a subjective tool to the individual. As Risa said one of the RoV tools has a bug.

Risa’s tool is much better as it pulls render requested info from the hmd. You cannot see more than what is render. In the addage you cannot see more than what is there.

Tools like the RoV tool is great for one to see what max FoV values one can see up to max rendered FoV.

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For Pimax xr I got 160 horizontal and 107 vertical.

Damn what a difference , felt so much better than my modded g2 . And the OLED blacks :scream::scream::scream::heart_eyes:

NEVER EVER I AM GONNA SELL MY PIMAX XR with such a great ipd adjustment LOL.

We need Pimax xr rgb 4k OLED . I would pay 3000$ for that . Actually its pretty easy to make . You simply need a new panel manufacturing facility. And perhaps a new lense architect.
Start a new Kickstarter Campaign , people will pledge millions for such an hmd.

Ps: I love the weight of the HMD , the temperatures , the very light cable and the simple headstrap of the xr :)))

The resolution is eye cancer though compared to the G2 xD

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Yeah, I am keeping my XR, love the blacks. Now more than ever that everyone moved to LCD

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Finally managed to get my index working again .
Wow such a nice HMD also , very smooth , awful godrays and resolution though.

Got 110° horizontal
Got 109° vertical

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I was playing Alyx back to back from the XR and Index, I thought that it was better on the XR even if it had more Screendoor

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Ye me too . First playthrough was on the xr :slightly_smiling_face:

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This seems more coherent with hmdq (even though there was a small diff in horizontal measurement in Infinite tool as well - measuring it a tad bigger than it actually was - and I am not sure it was fixed).

Anyway, in general, if you measure higher FOV than the one rendered, it means you are seeing the edge of the rendered image in your real FOV (which hopefully corresponds to the edge of the HMD display) and then depending on the implementation - the size of the bars used to mark the azimuth/elevation, eventual simplifications in the projection methods, etc. (bugs not considered) - and the way you actually “measure” it, you may read a higher value.

If it is not a significant diff (~1°) then I would consider it that basically the full rendered FOV is visible and what is most important you are getting a maximum from your HMD. (The rendered FOV as calculated by hmdq then gives the exact answer which is true for both - visible and rendered.)

Now, considering the values you measured for Index and considering the Index rendered geometry (in particular the non-zero margin HAM in the horizontal plane), one may wonder if by removing the HAM, the horizontal FOV could expand a bit? But this is a pure speculation since we do not know how the “hammed” (masked) rendered image maps to the physical screen. Maybe the masked image just fits right onto the screen and removing the HAM would not help it…

I found an announcement @knob2001 did about the fixed RoV version here (https://community.openmr.ai/t/testhmd-fov-update-asking-for-pimax-results/33796). I do not know which RoV tool you used, but if you used the one from itch.io (TESTHMD by knob2001), you might want to update to the “calibrated” version :wink:.

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I literally bought Vive Pro for Alyx after testing a borrowed one and comparing it to my Pimax 5k+. I also rock (not that much anymore though) Quest 1 and can definitely vote for OLEDs over the LCDs, even though in my case the OLEDs are more a side effect of the necessity - there are not many HMDs which would accommodate my 72mm IPD and those which do incidentally use OLED panels.

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The Samsung Odyssey and Plus are quite good on Alyx as well.

72mm is definitely large and not a common size

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I can tell you that in games that sometimes put crap/non-black out in the masked area, I am prone to see it, but I do perceive it only as an outline, albeit one rather bright green or blue outline, that screams for attention. :7

Some of us have noticed the same when playing Skyrim in a p8kX, and with ENB post-effects added to the game (…ENB tends to turn the masked area blue). There was one FOV/PP combination or other (don’t remember which), that was (or is) quite a bit too aggressively masked.

One developer who had a unit early reported some weeks before product launch that the Index’s mask was changed (…or “optimised”) – he had shared viewport shots before, and took new ones at the time, showing off the view reduction - the shaded area used to go all the way to the edge.

/me, too, hope for better dynamic range in coming headsets. :7

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