My StarVR One Arrived!

Not sure what you mean @risa2000 . That’s how most headsets work?

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I really think the inability of the lenses to move is causing the issue. It is a phenomenal headset if i can get the sweetspot. On some cases still looks very good. But when you focus on far away objects is an issue.

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Something I have to say is, when it comes to Spatial Presence, nothing at this stage can beat the StarVR. You really have almost the entire FOV engulfing you.

The colors are best in class

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Try enabling manual IPD adjustment in the Compass Tool and without wearing the headset, make a big change to the IPD and see if the lenses actually move. The built in Tobbi eye tracking seems like it would be mechanical.

done all that. Your eyes sort of get use to the image over time, but is not ideal if I am making presentations

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Google is my friend… :nerd_face:

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May I ask you why you didnt pick the XTAL newest 4k headset :slight_smile: ?

The headset is not for gaming. Is for the utilization of its wide FOV for a POC. The Xtal FOV is not as good as the StarVR.

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The most headsets move one lens (per eye) or one lens and the panel. If the latter they do it only in the lateral direction and inside the housing which is large enough the accommodate the move.

If you add another lens and display on periphery most likely perpendicular to the lateral direction, you need to move that unconditionally (i.e. both the lens and the panel). This looks to me like a mechanical challenge, because the complete part has to be pretty much fixed together (in order to keep the complete FOV uninterrupted).

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What exactly you are working on ? And did you already try quixel megascans in unreal engine 4 in vr ?

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Hmm. But if they indeed have chosen to make it software IPD only, then it will cause issue’s like blurriness for some IPD’s like @VR-TECH experiences. That’s really too bad. Weird thing then is that @sweviver didnt complain about bluriness, while you’d then expect also the higher IPD’s like his to experience it.

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I can not disclose, I am on Unreal engine

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Well,It is possible that the lenses move mechanically inside the headset. Now, If the indeed the lenses focus is a limit to certain IPDs, then that that. Not much it can be done, unless i mod it or ask for StarVR if they have a solution

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But when your are done with the classified project you are working currently on , could we have a taste of the finished version :smiley: ?

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I am curious what is Johns IPD :thinking:

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StarVR from my understanding uses fixed optics no physical adjustment like their og model.

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The sweet spot so to speak is likely on the mid to high ipd vs narrow ipd.

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Probably not as it is under a large corporation and with known Intellectual properties. I could if I made something that is of my own creation

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Do you have another employee at your company with an ipd of around 63 or 64, who could try out your headset to see if they notice the blurriness too? If they don’t see it, then that will confirm for sure that the blurryness is due to your low ipd.

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When I start doing test previews, I will.

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