Palmer Luckey on mismatched focal points:

https://www.mtbs3d.com/phpbb/viewtopic.php?f=138&t=16434#p100503

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I was going to ask about this here a few weeks ago, but I assumed the lenses would correct for the inconsistent focal lengths, making them even throughout the view of a scene. My questions also rarely get answered well here, so that’s another reason why I decided not to ask. If they’re not correcting for the inconsistent focal lengths, then we know why there could be issues. Considering this issue has been been known since 2013, I hope it’s been fixed and Pimax isn’t trying to just get away with a broken idea.

This was written 10 years ago

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That may be, but just because information is old, it’s not necessarily out-of-date (wrong).

E=mc² was written in 1905, but it’s still valid.

The real question is: Did Pimax adjust the focal ranges of the lenses for differing areas of the display, so that there’s a constant focal distance? If not, this still might only affect a minority of users.

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I will say that first impressions especially for non professionals and even some professionals may not be how it is experienced on a consistent basis. Right now in vive your eyes are badicallynlocked straight forward, so if this thing has a good sweet spot of 150 fov that should be good. Meanwhile people trying for the first time may be pushing their eyes to the boundaries all the while to check out the fov. But in real life I don’t think most people really spend extended periods of time deviating from the center to that extreme regularly.

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I agree with that , I’ve been tinkering with several headsets and done the gear mod on vive and vive pro with thinner face pads etc and I find it hard to use any of them without homing in on something that I noticed or adjusting them somehow , checking out the whole FOV etc and it sort of strains my eyes before I start , but If I just get straight into a game then no problems or discomfort at all

foisi’s answers :

I think a drawing must be better at explaining why the focus is maintained at infinity across the entire FOV than me and my english ^^, here you are

" Also I don’t think that the distortion changes when I rotate my eyes (it would be the case if I had the ability to translate them^^) so designing the warp shader will not be so hard (maybe something tunable depending on IPD, astigmatism, etc… that I can set once at the beginning, saving a profile file for each user). "

“The lenses are parallel to the screens and focus is set to infinity so in theory every ray of light cast by each pixel of the screen come out of the lenses in parallel
I repost the drawing I made for palmer to illustrate that”

“I’m not sure to understand why people tend to believe that focusing would change depending on the position of the eye… for what I know the focus is set by the distance between the lens and the screen. This distance is the same for the whole FOV because the lens is parallel to the screen. There is chromatic aberration (that can be corrected in software) and spherical abberation (because the fresnels are not aspheric lenses) but it doesn’t have a significant impact because the eye is near the optical center :)”


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Really nice find!! Actually the 2nd part of Palmer’s comment you quoted, regarding the eye position, is EXACTLY what I figured before: http://community.openmr.ai/t/110-degrees-fov-stretched-to-200-degrees-edit-all-the-games-render-in-a-native-wide-fov-through-the-engine/3024/155?u=sjefdeklerk

Interestingly the Pimax engineer (“yangjiudan”) replied in that thread but he didn’t really seem to understand this problem at all: http://community.openmr.ai/t/110-degrees-fov-stretched-to-200-degrees-edit-all-the-games-render-in-a-native-wide-fov-through-the-engine/3024/160?u=sjefdeklerk

For example he said: “when eye rotate, the eye position will not changed, so the eye tracking is not required for this.” which is of course wrong. This always has been one of my worries, the Pimax engineers seem to not really understand things like this.

There is the distinct possibility that the 8K will be quite raw in such aspects. My main question mark is not do much, whether that is the case, because - let’s be honest - nobody here believes Pimax have conducted deep scientific research into such aspects, right ?
So it rather is, whether a user (i.e. me) can accommodate to such imperfections and still enjoy the 8K. When e.g. Oculus release their next gen HMD in say 2 years, that will be a safe bet to get that sort of aspects right. But I am in for the 8K for the two years inbetween, because as much as I like my Rift, I am longing for the next level…

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Any one ever noticed that people have tried the 8k and where not all complaining about all the stuff that makes up 90% this Forum ? Sad that the seed of fear grows so fast.

Please remember that the previous versions didn’t even have an IPD control method. So of course nobody complained about it.

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If I get it right none of the above have tried the IPD adjustments ?
So let’s wait for the reviews for real feedback or ask good questions to those who can answere them…

and that is the only point I wish they would have improved on over the campaign… give clear answeres ASAP - then the rest would have been just developement and not so much paranormal activity

Until M1 there hasn’t been a working IPD mechanism, correct.

And you never know who tested …

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Well, ok… As for there being physical IPD adjustment at all,I see little reason there would be a thumb wheel on the device in the first place, if its only function was to inform the software, without doing anything mechanically. The rods above the lenses in the picture below certainly seems to suggest they do slide, but who knows…

http://community.openmr.ai/uploads/default/original/2X/8/8bfb3edff7671207af93a3e023798f63d2649f54.jpg

As for whether anybody dialled in their IPD during the demos the other day; That is another matter. :7

My own concern regards eye relief adjustment, because I strongly suspect being the right distance from the lenses, in addition to IPD, is very important, in order the get a relatively distortion free image, when the screens are at an angle (Something is supposed to be 60 degrees to your side; Now press the HMD into your face, and suddenly it is behind where it’s supposed to be). If eye relief can not be adjusted, I suspect one may have to fiddle quite a bit with different thickness padding, or even carve away plastic, in order to get close enough, if you have deep-set eyes, or protruding cheekbones/brow. (EDIT: …something I, for one, have actually had to do already with both Vive and Rift.)

…assuming there is even space for large noses. :7

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This is me from the start. It’s some of the very technically skilled or knowledgeable or intelligent people in the forum that has me drawn in to all these attempts at figuring out Pimax’ technical abilities. But from the get-go, Pimax will just produce a first, and probably not top notch, but first, affordable big headset and with a team of ethusiasts will to keep working on it. Have my money, I want your product. It’s cool.

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Your really right about that. Sweviver loved the v2. Loved it. Sharp crisp and clear. So take perfectionism from Palmer with a grain of salt. Perfect vr vision hasn’t been invented yet/ or is extremely low res/ low fov (light fields for example).

Pimax according to the v2 as long as there’s nothing messed up with it, like reliable HTC Vive status tracking etc it could be totally fine.

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