Yes in real life. But i think folks are often not glancing but straining eye direction. If you know what I mean. Which isn’t a natural use of ones eyes.
Oh, I don’t know… You want to get an idea of what’s going on behind-ish you, and and reeaaaach, to do that without having to turn your entire head too far - pretty common and natural enough, I think; But, of course, one do not usually do that for extended periods of time - just long enough to catch a glimpse, and form oneself an updated picture of one’s surroundings – If something really catches my eye, I will turn. :7
after my first use of 5k+ my reaction was - oh the dual angled panel is a hack. the only way to do this fov properly is to use a curved oled screen so the eye/panel distance remains relatively constant.
That’s not to say its not a good experience, is it very good within the cost/tech constraints.
for me it doesnt make vive/oculus go/psvr obsolete, will use them all for different experiences.
oculus go with nolo for casual lightweight wirless vr
psvr easy console vr
vive for dark games - ie alien isolation
pimax for brighter games that benefit from the fov and great sde
I think we need to in general get away from panels & explore more on eye projection tech. Like Avegant(thanks jojon!)“Glyph” Did with their media headset. Using some form of dlp projection(720p/eye? With said no visible sde - Haven’t tried it). Combined with eye tracking. Lenses can be smaller as can headset.
But likely be awhile for that.
totally agree with this, in fact the ideal situation for me is no bulky hmd at all, maybe some lightweight receptor glasses.
think of the one device that everyone has and upgrades every few years? yep a TV. if the TV had some type of projection tech integrated that would be the way to get vr into every home.
and no im not thinking of 2012 era 3dtv.
Note that Avegant have been showing select people an alleged lighfield display version of their headset! ( EDIT: 'dredged up Tested’s report :7: PROJECTIONS, Episode 13: Avegant's Lightfield Augmented Reality Prototype! - YouTube )
I am guessing with those, instead of leading the image from the DLP panels in through a lens from the front, as in their “Glyph” media displays, they are projecting onto an array of micro parabolic mirrors, or something – the thing looks quite a bit HoloLens-y, but probably (just my guess) do not use the light guides Microsoft et at rely on :7
(EDIT: Note that Magic Leap’s first product is something entirely different, and not lightfield in any way shape or form, no matter how hard they try to market it as such.)
William Shatner’s Tekwar.
Awesome & thanks for spelling & model. Exciting times.
Yup! The floor-facing side of the coin, to the DPL projectors, and their great fill rate, is that the colours are displayed sequentially, which is something one have to work around, when used on a motion-tracked head-mounted display, but not anything insurmountable. :7
Does look like they are still around but no news
https://twitter.com/PhotonicsWest/status/1092218478222807040
Ho hum…
…
Have one at home. I was a backer. It is 720p and the image is supersharp.
But the perceived fov is really low, not to compare with any vr hmd. It is collecting dust.
I really appreciate the Large FoV and it is a positive difference for me. I don’t have that distortion problem at all imho with current driver and PiTiool.
That’s not saying it’s perfect or 100% natural, but very close and a lot better then the 1. Gen HMDs with smaller FOV - I can enjoy it ( more so when the snow will be gone ).
Well let’s be honest it’s a limited use device. If money was plentiful would consider getting one as they are now quite affordable last time I checked. If mem serves it only had a fov of 60?
Microled TV walls ceiling & floors. Lol
We will working on creating new quick opening sequence like you suggested,Thanks for your advice.
This is good news. Thanks for listening.
Would be great for demos. Giving people a real opening when they put on the headset for the first time.
Not heard much talk of this in general but the wider field of view has its pros and cons. I can also see why Oculus and HTC etc. chose the narrow route because the blinkered view hides the blurred parts of the screen. It forces the user to focus on the sharp detail in the center with no eye movement but minimal head movements instead.
Wide FOV is good in that without needing to look directly, your peripheral view sees objects you would miss with a narrow fov. This in itself creates the effect of more space which is great for immersion. So in Elite Dangerous for example when warping through space with the FSD the tunnel effect is heightened as you appear to see it on the side windows of the ship in you peripheral. The same with PCARS 2, the extra view enables you to see an overtaking car through the side windows - drawing your attention to it.
However, the downside here in my experience at least is even when looking directly ahead, it appears a lot more of the screen real estate lacks clarity until you look at a specific part of the screen directly by turning one’s head. This isn’t so good when movie viewing for example. The center is in focus but anything outside the sweet spot is quite blurry. When you sit back in a movie theatre, the distance is such that all of the screen feels sharp (unless you sit in the front row). I guess this is what eye tracking/Foveted Rendering will fix but until then.
Our natural vision is very much like this though and even now as I type in this box on a 49" 4K TV around 2-3 feet away, the preview window to the right is there, but with no clarity at all. The problem in VR is you cannot pull back like you can with a 2D display and keep the full picture sharp. Pulling back from the screen in VR nets you a massive loss of detail and increased presence of SDE/Pixels.
Still, I like the wider field of view but I can see why only Pimax experimented with this so far since it’s high demanding on the GPU and requires some getting used to.
An interesting game to try btw Transference from Ubisoft. Due to its confined gameplay inside a house, there is a lesser loss of detail due to distance detail not really playing a role here. It works without Parallel Projection and Pitool rendering needs to be set to 1.