It looks like it was actually designed for headsets with much narrower screens, such as the Vive and Rift,
so when installed on the 8k it blocks a large percentage of the 8K’s wider screens from view.
PIMAX: Please can you confirm that the final version of the eye-tracking module will still allow the user
to see the full 200 degrees FOV?
@destraudo is correct. At this point it just shows that preliminary testing has begun. The modul for example will likely hug the sides of the inside of the headset & the very top edge.
Now there maybe a reduction due to the modul’s space that might require smaller glasses. But won’t know til we do.
The Aglass can only track the eye over 110 degrees too.
It may be simple to redesign the frame to not block our wider fov, but will it be simple to redesign the whole eye tracking to track our 200 fov? Or will we still have 110 degree tracking?
is there a reason to believe that 110 is something imposed by a limit of the aglass design, or a product of it matching the headset it was designed for.
conceptually i cant imagine it being the case but open to data.
Oh sorry I see what you mean. Maybe it’s easy, maybe it isn’t. We don’t know as it only is designed to do 110. 200 may bring challenges not yet addressed.
Exactly. Actually I’d be REALLY surprised if they can get it to work and keep the 200 FOV, not least because it needs extra space to go between your eyes and the lens, which if the Vive is anything to go by, just moving your face out from the lens a little reduces the FOV quite a lot.
Im actually surprised that no one is building eye-tracking sensors into the headset on the other side of the lens, (in the chamber between the lens and the screen). They’d have a lot more space to play with and a better angle onto your eye, and your pupil would appear magnified to the sensors because of the lens. I guess that might be a problem, but in theory at least it should actually make their job easier.
[quote=“Flinnt, post:4, topic:6258, full:true”]
The Aglass can only track the eye over 110 degrees too.
It may be simple to redesign the frame to not block our wider fov, but will it be simple to redesign the whole eye tracking to track our 200 fov? Or will we still have 110 degree tracking?
[/quote]It might be pointless tracking the eye over 200° as I don’t think that you can move your eyes that far! Remember that some of the 200° FOV will be purely for your peripheral vision, not for your focal point, so although you can ‘see’ the full 200°, your focus can only be on the distance that your eyes can rotate. Just doing a quick test with my own vision suggests a maximum arc of about 90°, so the 110° would cover that perfectly.
Impressive, are you human?
It’s not even half of that.
But it’s a good point, makes me think that Pimax could implement fixed foveated rendering since we ll never get full resolution at the borders. Not only for the GPU but also for the upscaler, perhaps we ll then reach the 90Hz?
Remember that some of the 200° FOV will be purely for your peripheral vision,
Irrelevant. Look at the photo. The current device is limiting the FOV down to about 110 degrees or less, i.e. about that of the Vive or Rift. I’m absolutely sure you’d notice the big drop in FOV when its installed.
I was referring to the tracking range of module only. It has already been established that the tracking module in the photos is a generic version and not one tailored to fit the 8K, and is only being used for feasibility testing. Once it has been demonstrated to be viable I’m sure Pimax will negotiate with the manufacturer to make a version that doesn’t obscure any of the FOV, but will still only track to the 110° of the original because, as I said before, it’s just not possible for you to rotate your eyes any further than that so tracking the full 200° would be pointless.
OK maybe 90° is a little high, I don’t have a protractor built in to my skull so it was a bit of a guess, but either way it’s still not 200°, if it was you’d be able to see the insides of your own eye sockets .