Twack3rs Varjo VR-3 impressions

Since Sebastian posted his review, I’ve gained at least 30 subscribers in a day :grinning:

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Doesnt look like distortion but blurring. hard to say from the video. from 2:33-39 does have a diffused tunnel effect

image

In the left image the tower is caving towards the left on the top, while in the right image it’s caving towards the right, around the middle. I see it exactly like that, there’s constantly this ‘wave’ going through the image.

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Maybe they need to tweak the barrel distortion shaders?

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I’m hoping they’re going to do what @heliosurge said and apply a dynamic distortion profile, based on the position of the iris. StarVR claimed that that’s how they solved it and it makes a lot of sense

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I didnt read what Heliosurge wrote, I take it will rely on Eye tracking coordinates to dynamically adjust the distortion?

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Mine is being delivered tomorrow.

I wanted to ask what headset do you use? Also I play DCS mainly and was wondering if you loose the spatial audio when turning you head and such since the audio isn’t built in?

Love your videos.

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Please give your first impressions here…

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Thanks @twack3r! They’re shipping me a replacement unit. Hopefully they can improve the distortion, I don’t think I can go back to any other headset :slight_smile:

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Welcome, write your impressions if possible. :smile:

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Good news guys. I managed to fit the Pimax Studioform counterweights through the gap in the back. The headset is now way more comfortable by having the weight distribution in the back. However it was a bit of a pain to squeeze the fabric through the gap, so I told the Studioform creator to make a thinner version of the fabric. Here’s a video: I moved the counterweights on my Varjo VR-3 to the back by fitting them through the gap in the back - YouTube

Knob access is still easy because you can slide the weights out a bit but it doesnt slide too far

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what is the weight with counter weight? i cope with index with CW but 8kx with CW and DAS strap is too much for my neck

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I haven’t measured. With 300g of counterweights it feels like the back is too heavy with that weighty cable. Once I hooked up my headset cable to a ceiling cable management system though, the counterweights feel perfectly balanced with the front weight. But Studioform will send me 200g and 300g samples with a different design to try as well.

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Hi Kozmo, be sure to join the discord to keep up with all latest tips & tricks as we are all beginners with Varjo.

I and a few others use Audeze Mobius headset which has superb audio Inc spatial if game supports this.

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Awesome! I will check that out.

Thanks G-Maniac!

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Looking forward to your first impressions!

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Minimising pupil swim is as far as I gather the main reason most headsets at the moment use fresnel lenses.

In order to make the lensing relatively insensitive to the observer moving around within the eyebox, you want your light rays to make their course change where they intersect a single 2-dimensional plane - an infinitely thin, ideal lens, if you will; But any lens will of course have two interfacing surfaces: air-to-glass, and then back again, glass-to-air, each conferring half the deviation, with a bit of travel distance between the them. The longer this travel distance becomes, the more it differs depending on your viewing angle, producing warping (EDIT: …since if you look a bit from the side, instead of head-on, the exit-point on the far interfacing surface will not be the same as it would have been for the same entry-point, in the latter case).

Collapsing a thick “bottle-bottom” lens down to a fresnel form factor, you undeniably get a much thinner lens, which reduces that travel distance within the lens by a whole lot, and thus ameliorates the pupil swim – too bad about the tradeoffs. :7

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But as long as they know your iris position, they could correct for it, right? Really hoping Varjo is looking into that. Although not sure if the eye tracker is accurate enough. In the Varjo demo I can see it works but not 100% accurate (it can point slightly away from the object I look at. Then again, it’s always pretty close).

Anyway, never realized that the whole reason we’re seeing Fresnel so much is because of less distortion …

Any first impressions?

That’s what we keep hoping. :7

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