Simple solution for pimax to make larger lenses without all the research:

Scale them uniformly on x and y axis. My big wish, aside from rgb oled 90hz is for pimax to steal the “full fov” crown from starvr one.
Pimax is making history.
I would think in rationale that scaling the lenses uniformly would mean that the lens distortion profile would remain no different than it is now.

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Only if your eyeballs also grow to compensate :stuck_out_tongue:

Sorry but that isnt how optics work.
Just increasing the size of the lens, will also increase the focal point. which means nothing will be clear for anyone!

This is why making such specific lenses can be expensive.

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Tbh I really do doubt StarVR’s 210° horfizontal claim that has been there sincs the original. Without curved displays or fused panels like the Panasonic prototype. It is unlikely to be true & now it is unlikely to be scrutinized to verify one way or another. Unless one slips out like a Laremy(sp?) gpu.

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MRTV tried it and he confirmed it filled his entire view.

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That is not confirmed as RoadToVR (@benz145) said as others it is hard to see differences above 170. And others have stated the same with Pimax & Xtal.

Panasonic’s rough 220 horizontal FoV was said to have the most compete horizontal fov.

StarVR imho based on Mathematics cannot have 210 with flat single per eye panels. We’d need a tool like RoV(@oscar_rov)'s tool to get a better idea on how true it’s claim is or rather is not.

My guess probably 180 to 185.

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@mixedrealityTV they used eye tracking to do dynamic lens distortion no? And aside from the very very bottom by the nose, didn’t you say that it was your entire no bs full fov? And you were hard pressed to see any sde at all?

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I don’t know man, they e been working on starvr since before the vive.

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Then how come you can do this with eye glasses?

Because there’s no scaling involved with eyeglass lenses. They are designed as a round “blank” with particular optical characteristics. Then they are trimmed to fit an eyeglass frame. So, you could cut off parts of a VR lens, without affecting the optics of what remains, but you can’t just scale it up, which will affect the overall optical properties.

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I would say re-designing the lenses or headset itself for anything above 170-180FOV is a lot of work for a very minimal result. What Im trying to say is that the difference between 170 and lets say 200 degrees (15 degrees on each side) is surprisingly small, for many people probably hardly noticeable.

Also… After a lot of time with the OLED version, I can hint you that, when using large fov, my PERCIEVED field of view is more or less filling my entire vision now, which I never felt with the 5k+ or 8K. This is something that got me a bit surprised and confused at first, but I think I now understand the reason for this phenomenon. At least this is my theory: Its the blacker blacks filling these edges, creating less edge light.

When the left/right edges of your FOV are completely black, your eyes will somehow “ignore” these edges more and you get a percieved wider fov overall. Its not a dramatic difference but I can clearly feel it when switching between the headsets. On the 5K+ and 8K, the edges are a little bit more grayish because of the panels and probably some slight reflection from the panels. Remember that the rendered image of all the current Pimax headsets is not filling the panel’s outer edges. You have probably seen this when I presented the panel utilization in my full review. And having these edges completely black makes them (at least from what I can tell) less apparent to your eyes in the far peripheral vision. Im not saying this is a fact, but thats the best theory I could think of after analyzing the above discovery. Having that said, I have never tested StarVR.

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You can do it for glasses, but if you check, the thicker the lenses become on the edges.

idk if the same applies to fresnel lenses, but the expense to create larger lenses will still be there.

For normal lenses (i.e. not Fresnel) the “mechanics” behind the “lensing” is the spherical wedge shape. i.e. non coplanar surfaces which makes the light refract differently depending on the position where the light hits the lens. This is a basic physics and it is the simple factor which limits the size of the lens for practical use. You simply need a particular “wedge” shape and it can only grow as thick as the application allows.

Fresnel lens is specifically addressing this wedge limit by cutting the surface into small surfaces and superposing them relatively to each other, so you can have large diameter at basically constant thickness. But the cost is god rays and the stray light accumulated on all the edges of the Fresnel rings. You are also still bound be the other physical properties, e.g. reflection angle.

If you have large Fresnel lens and the eye is too close, the lens starts to act as a reflector on the outer rim and all the adverse effects from the Fresnel rings become more dominant than its nominal optical property. @aesopfabled I do not think there is a simple solution to this problem.

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No thx. I’d rather they keep the same 170 FOV and improve the resolution even more

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StarVR has always claimed a 210° horizontal FoV and individual’s Total FoV varies from one person to the next.

But something Ben mentioned is that Headset mfgrs measure FoV a variety of different ways. What we do know is that they use Canted displays. So if I measured horizontal angle if the 2 screens where they meet & place a straight line you might have 210.

Other than Panasonic prototype or curved displays (visor) it seems unlikely to get past 190 to 200.

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I agree. Not only that with an xtra 20 to 25 left/right (210 - 220). Even on the pimax i find straining left or right is quite uncomfortable. And 220 is said I believe to be max? Not necessarily average.

The true blacks make sense in the oled vs grey blacks for deeper feel of FoV

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So are we thinking that at least distortions could be improved with distortion profiles that are based on eye tracking data? Is this something pimax is working on? @PimaxUSA @PimaxVR
In the MRTV video you hear when sebastian talks about distortion improving when they kick in the eye tracking.

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I think they said that the horizontal field of view was 95% with eye rotation.

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Like I said be interesting to put StarVR on a machine to measure actual fov range vs claimed.

I think if pimax can get the 170 degree distortion and performance acceptable (perhaps with the eye tracking module) similar to the normal setting, it will be enough. I do feel like they need a little more vertical fov in the future though. Once they get that 170 option usable, from there it’s a battle of wireless (played onward yesterday and the cable drove me nuts), and of course more res.

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I don’t know why everyone sticks to fresnel. I was blown away by how much of an improvement the gearvr lens mod was, fresnel almost feels like an insult.

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