My StarVR One Arrived!

Aha, so now we have two high-end people hanging around this place… :slight_smile:

Would it be untoward to probe you guys for the elevator pitch on the projects you are/will be using your StarVR:s for, even if none of us will likely ever encounter them? :7

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Actually there is another that have the units before me lurking around here, so technically 3

I have a project in the works but cant disclose

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Now it’s becoming a crowd… :7

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Next day you are signing up at StarVR for their integration :smiley:

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Sshhhhhhhhhhh! hides carbon paper :stuck_out_tongue:

EDIT: “can’t disclose”… Ah - it’s nukes. :wink:

Here is the Lab. My phone camera ain’t great.

The first image is from the StarVR One

The second is from the Pimax XR

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jesus the pimax looks way better

well, The phone fits better on the Pimax casing. So kind of unfair assessment. The colors are better on the StarVR and the FOV.

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Indeed the starvr one looks a bit blurry… a pitty

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I have to say that the Pimax XR image focus is better than those of the StarVR one. Not sure if the lenses is the issue. However, this are not 4 camera render experiences but 2 cameras running to fit 4 cameras require to play on the StarVR. Once I get to playing with unreal and setting things up I will know if there any difference. It should works better if I develop specifically for headset than trying to run none exclusive StarVR One content

As long i can improve the image in development is fine for me

Edit: The Pimax was running on the GTX 1080 and the StarVR One on the RTX 2080ti

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Isn’t the built in eye tracking along with dynamic foveated rendering supposed to automatically sharpen the image wherever you gaze upon? Maybe the eye tracking is not working properly? Or perhaps the dynamic foveated rendering is disabled on your 2080 Ti.

It does, but I think the issue is that right now, all of the image rendered is a form of trickery to fit the StarVR wide FOV, StarVR is design to render 4 cameras and all Steam games are created with 2. I will be doing some unreal test and will play with the 4 camera setup. then I will know if my hunch is correct

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Well, with Unreal Engine and their VR Plug-in there is not much improvement.

It boils down to this.

FOV: Best in class

Problem:

While the FOV can not be beat at this stage, the image sharpness is not the best. It is not due to the resolution, that in itself is good. My feeling in the lenses.The lenses are adding a layer of blurring the image that is affecting the clarity.

For Example, Index or the Pimax XR, you can focus clearly on object and look sharp even if you can sense SDE. That is fine because at least you have correct focus. However, with the StarVR the best way to explain it is, watching everything through a diffuse transparent sheet of paper. For those of you that have been VR tinkerers, back in the DK1 time, you can eliminate the SDE on the low screen by opening the case of the headset and taping a 3m diffuser sheet of paper. It only worked on the DK1, but not on the DK2. On the DK2 that diffuser sheet would over diffuse the image and make it blurry. But for the DK1 it made wonders, it really improved the image.

Here with the StarVR is provide similar blurring to the DK1. With the Odyssey + you can perceive some blurring but still a nice and sharp overall. Here there is more blurring than the Odessey.

While testing Titans of Space, you get the Holyshit the FOV is truly amazing. The slight diffuse image effect added a layer of smoothness to the planets that sort of made you feel you were looking at a real planet. But then the Cockpit also has that diffuse look where you would expect it to be sharp as it an object close to you. That is where things get tricky. The Star VR is workable for sure, But when you put on the Index and the XR, the image and overall focus looks sharper on those units. Even if the XR has more perceivable Screendoor, it is more comfortable to the eyes. The XR clearly has some warping on the edges, but is it that detrimental to not having a perfectly sharp image?

I can see that on some demos the StarVR can shine, but not all. Perhaps my computer setup is not correct. I will have to tinker some more.

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A real pitty,there goes my 3300 euro lol…

Maybe you will get better result. I will still use it for my project, buy will also build with other headsets in mind

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The original infiniteye prototype used stacks of several sheets of “credit card style” bendable fresnel lenses, which one would expect to result in a ton of extra light scatter and diffraction (like we can see in the index, already with only two layers), but I expect the current StarVR lenses must have evolved quite a bit over the years and investments. :7

Did you already describe how the sharpness uniformity situation is? An estimation of stereo overlap?

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Yes, The original Infiniteye use stack of dual 120mm lenses on each eye. I have a feeling that was similar technique here. The Index also uses stacks lenses but with better results

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Regarding stereo overlap I have not done any technical test. Its hard to determined because the slight blurring kills some of the effect to determine it. You can sense stereo for sure, but how much, not sure yet

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Thanks for sharing, though. :slight_smile:

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Did star vr one already contacted you?Because people who tried the device said that the picture was very very good?
So maybe there is something wrong with your unit?