My StarVR One Arrived!

Lionel is on another venture and not VR relate. It is unfortunate, I think he has so much potential being in the industry. But I am sure he is probably getting into something exciting.

The IPD go as low as 53. But simply adjusting the IPD doesn’t do much when the physical lens can not be adjusted. The lens is a barrier basically to gain a sharp image if you IPD doesn’t match the sweet-spot. I would say that is the main deficient design aspect of the headset. The resolution can always be update on future releases “if” they chose to go further with the StarVR venture

2 Likes

So, does the StarVR only have physical IPD adjustment in a very small range and does the rest in software?
On the other hand there could be more to it than just IPD (e.g. lens-eye distance etc.?) E.g. Sebastian, Marcin and me seem to have pretty similar IPD (around 64), but we come to quite different conclusions when it comes to perceiving distortion with Pimax HMDs. (Sebastian cannot play for more than half an hour, I only see it if I really look for it, Marcin doesn’t see it at all).

Does pressing the HMD closer to your face or slightly increasing the distance from the lenses change anything?

1 Like

What are the green vertical lines with “+” inside ?

There is no physical IPD.

Correct, the distance can help with eye relief on some people at the expense of sacrificing some FOV, But IPD tends to be more of the problem. Sebastian was having eyestrain with the 8kX (This is likely due to poor integration of software to hardware), but he didn’t with the StarVR. The StarVR is a more complex unit than a Pimax, and lots of work likely went to match the display canting, angle distortion compensation and recalculation when adjusting IPD with Eye tracking, etc (my assumption of course). Pimax as a whole is a very simple unit to build as long you have access to the components. The StarVR also can be built relatively easy. The problem is not designing the unit to provide wide FOV, is how all the elements are integrated to provide the best and seamless experience

Pimax Integration at the beginning pretty much sucked, but they were willing to take feedback and work fast to improve software to hardware integration even though they keep breaking their own deadlines. Pimax was smart at designing the HMD from the get go with mechanical IPD. The StarVR did not, and here is where the problem is. If StarVR had mechanical adjustment of the lenses it would mitigate some of the discomfort by “some” people like me that do not fit their design of static lenses.

I have pressed the headset forward and pulled away, the is no eye strain or problem. the main problem is that there is a layer of green pixels that are static. That seem to be the “green” mura alignment file not being loaded correctly. Or, another possibility is that there is a problem with the unit itself.

4 Likes

That is only a reference for the usual 110 FOV. You can disregard that as the point is the black borders i can perceive with the StarVR in comparison to the Pimax headset

2 Likes

Ah, ok, thought the StarVR has motorized IPD adjustment (was this removed for the production unit? That would be a serious downgrade! Perhaps it is still supposed to be there but defective on your unit?).

1 Like

It probably is, but if it is, it is inside the unit. However, that mechanism would be hindered by the static lenses.

If I can not get those pixels sort it out, then perhaps I should send the headset back to be checked out

2 Likes

There is no motorized adjustment. The XTAL has that.

4 Likes

Speaking of xtal, any plans of getting a test unit ? :smiley:

2 Likes

Ah. Well - best of fortune and fun times to him, whatever he’s tackling. :7

So, if you don’t mind the incessant prying: When you performed that closing-one-eye-and-finding-the-sweet-spot-for-only-the-remaining-one procedure; About how good would you say that optical sharpness felt (ignoring the screen resolution limitations (and recognising that it can be difficult to tell the difference between unsharpness due to lens properties, and unsharpness due to a diffusing layer on the screen))?

1 Like

I will say is adequate. They are not to the level of the other headsets in terms of clarity and sharpness. The selling point here is wide FOV and that is achieved. Because i have that dirt layer and i don’t fit the sweetspot is a bit hard to tell how clear it can be. If I can get rid of that pesky dirt I will be ok with it.

2 Likes

Send me your StarVR and I can test it for you with my 63 IPD :wink:

2 Likes

Anyone willing to buy that truly deserves it

I wanted to take good comparison shots with a full-frame camera, but unfortunately the only lenses available are for long distance shooting and unsuitable to shoot through the HMD optics. What you see are with an Iphone camera. At least both are taken with the same camera. Although not perfect, it is quite clear the Index is sharper.

1.

2.

3.

10 Likes

Update:

For the next test, I plan to do a full system reinstall. I want to erase any potential conflict with other software. We have a hunch that something is preventing the “mura” files from loading appropriately.

3 Likes

Update Explanation to some that still confused about my comments regarding StarVR Ones image burring but Sebastian from MRTV did not. I have already mentioned that the StarVR headset does not have mechanical IPD adjustment, This creates a problem for folks like me with low IPD. The set Default of the headset and was design for the average 64mm. I am including two images to help illustrate what I see as final output.

Me = 59mm, out of sweet spot which creates nonsharp image
Sebastian from MRTV = 64mm, perfect and suitable to view a sharp image and perfect match up to the lens sweet-spot

  • Here I am not addressing Mura

1.

The first image is self explanatory. Each picture represents each eye. The inner area from the green line is located where the lens is less sharp. The larger area is the sweet spot of the lens which is just outside of my IPD.

2.

The image above is after both eyes are converging into one image. The center is where the binocular overlap happens which looks blurry. That’s because since each eye is never reaching the sweet spot of the lens the overall image is a little blurry

But because Sebastian from MRTV is 64mm he is on the perfect sweet spot location, hence why he didn’t not suffer the blurring I did

That is it in a nutshell… Mura and Chroma aberration is another matter.

2 Likes

The star VR looks like it’s amazing quality. Have you tried if VRCHAT is working? Can you enable paralell projection like on the Pimax to solve the clipping issue?

1 Like

I don’t play that type on content. You can only enable parallel projections in 110 FOV

1 Like

Thanks for the answer. 110? That is really low. So only about regular Vive fov with Paralell projection? Hmm, social/creative apps like that the only content I personally really use VR for. I’m just curious if it works at all, if someone here who has the Star VR has tried it I would be gald to know if it works :slight_smile:

1 Like

The headset isn’t designed for gaming that’s why is not incorporated properly.

2 Likes