I’m sure @Rick.D will chime in and might even disagree with my experience but here goes and I’m sorry if I appear to reiterate what I already stated.
Imagine the FOV of a Valve Index.
Now imagine playing HL:A on a 4K screen on a monitor. In 3D.
Now combine the two.
That’s VR for any given experience in the VR-3.
@isamu: the same applies ofc for BigScreen which I just gave a go. You watch a movie and it will feel like watching it in a high def cinema. No screen door, no muted colors, no low-res artifacts. Just a high res, 3D picture within the FOV of a Valve Index.
I’m really sorry if I fail to convery the experience; this HMD simply breaks a boundary in terms of resolution and perceived resolution in particular that, if anything, clearly demonstrates that the KPIs by which we judged and compared previous HMDs is redundant.
And just as a catch all addendum: this doesn’t mean the HMD is perfect; I would love a human eye comparable FOV and @Rick.D has noticed severe distortions, which I persoanlly haven’t although they can be expected as a trade-off to aspherical lenses. It’s also not a light HMD and this has to be adjusted for by the admittedly excellent headstrap. The transition between the 70 ppd and the 30+ppd panels is extremely smooth but it would be even better, if the 70ppd focus were meachnically moved in line with DFR data (I believe this was the original Varjo pitch and still is their ultimate goal). There is a lot of potential Varjo could leverage in future iterations but considering it’s only 2021, this HMD exceeds anything I literally dreamt of since about 2014.
It’s not, at least from a B2C perspective because it’s prohibitively expensive both in purchase price and cost of upkeep. There is no ground on which this could be considered a B2C product at all, as function of it’s price.
@NKEMP84 I’m not saying that at all. Enough FOV for literally everyone would be the same as your personal, human eye FOV. The P2 line of Pimax HMDs offer a larger FOV, as do XTAL and StarVR.
Any glare like the index ( white on black background
)
Edge to Edge clarity ( not like g2 or 8kx ) ?
Horizontal bending lines ( like reverb g2 when looking on bright sky ) ?
The lenses are aspherical and not fresnel so per eye, the entire FOV is clear.
Not sure what you mean with horizontal bending lines. I noticed some geometric distortion when I initially set up the HMD but cannot replicate this anymore. @Rick.D is noticing distortion from what I understand.
Without a license the HMD will not work, at least for now. From what I understand the HMD would be considerably more expensive without the license deal, as was the case for previous Varjo HMDs.
how the comfort feels against index (I have counter weight + vrcover). Any lens fogging like in some hmds ? do you readjust hmd during session in any way (sweet spot, head preassure, lens wiping, eyes fatigue, etc)
hey guys
we build a small discord server where we are ready to share impressions an discuss things for those who are seriously interested in getting a VR-3. Just send a pm to twack3r or me and you will get an invite.
my guess here is they gave it up when projecting the timeline for development and the side trade off’s like weight, space, added costs and there are even things like physics to incorporate like inertia, amount of force to move that mass in that fast way (120Hz or more, the delicate mechanic might not withstand that)
in that time display resolution and gpu power will have catched up and there are different things that will be interesting like incorporate AR, you might not need transparent waveguide tech with low fov as tradeoff for AR
the resolution problem will be solved by the display tech in short time, so concentrating on optics, AR tech with cam’s and eye tracking seems to have much more impact
when taking into account that its not a facebook part (they do have kind of limitless money and timeline and don’t need to sell a product for years when developing new tech) the way its rolling is more like smaller steps with less illusion about what might be possible
take StarVR as example, Starbreeze Studio had not the stamina like facebook or valve to develop just for gaming and also developing games in parallel and selling it both to consumers, that needs billions not millions
compare that to VRgineers with there XTAL and Varjo, they still need to look elsewhere then gamers
as it looks for now the thing that will hold back VR the most are the missing GPU’s for a reasonable price (try to buy a 3080/3090 or 3080ti - i’m still happy i did not sell my 2080ti before the 3080/3090 release)
and facebook dumping down better standards for there own walled garden (like before with the oculus controllers, throwing money for exclusives at dev’s to make it a oculus [quest] 1st for at least one year)
might be that they do not render one picture with different resolution areas like FFR does, maybe its like rendering for two monitors (or headsets) one in lower res and one high rest and transmitting that to the the two (or four) displays in the headset
That is exactly what they do and the reason why Multi monitor setups don’t work with the VR-3 due to the hard limit of 5 monitors per GPU. The HMD is literally 4 screens.