May 10, 2018 (Tokyo, Japan) - Japan Display Inc. (JDI) today announced the development of a 3.25-inch 1001ppi low temperature polysilicon (LTPS) TFT LCD specifically-designed for virtual reality (VR) head mount display (HMD) applications. JDI plans to start commercial shipments by the end of March in 2019, and will accelerate the design of even higher resolution displays for VR-HMD applications in the future.
Ok⊠3.25" and 2160ĂRGBĂ2432, would, if Iâm not messing up my numbers, make the dimensions 54.8x61.7mm⊠Then I suppose the flaring of the eyetube would need to be about (61.7-45)/2=8.35mm on the largest (vertical) axis (EDIT: âŠin order to encompass the entire screen)âŠ
Grasping at any meagre scraps on offer, here⊠:7
I scanned rapidly the patent application and it talks explicitly about the micro-displays (not bigger than 35 mm) and the pixel size (not bigger than 20 ”m) and the eye relief 25 - 20 mm etc. If the JDI tech has 1001 ppi then it should be in the ball park of the original Valve patent (PPI-wise) but not at 3.25 inch size.
Anyway, having the eye 8 mm from the lens does not seem to be very practical, so I guess we just need to wait until May.
We do!
âŠalthough 8mm is incidently the amount of eye relief (which, granted, is not the same as distance to eyeball centre/eye lens/pupil), that Doc_ok measured for maximum FOV out of the Vive âPreâ devkits, when setting up a basic camera test rig, back in March/April 2016⊠:7
Nice find. I bet these are the panels that HP uses in their upcoming Reverb
the display valve patent referring to might have been this
2kx2k and ~ 18mm x 18mm
its âmicroâ and by now there would be even 3kx2k or 3kx3k possible i guess
Well keep in mind that the press release youâre posting, from 2 years ago, was merely about showing their prototype. Kopin never mass produced them. Theyâve now partnered with Boe and are going to mass produce their panels in their fab. It seems generally there is a 2-3 year window between prototype and mass production.
Diameter of a lens has nothing to do with fov or distance from eye. Diameter primarily affects how much light is moved through the lens.
With the exact same diameter lens you can have a tiny fov and a huge fov. Itâs not the diameter determining it.
the HP Reverb panel is referred as 2160 x 2160 and 2.89" so not that âmicroâ
I guess you are talking about the photography, but this is about the human (eye) FOV. There the diameter of the lens together with the distance from the eye are the limiting factors of the FOV. You can see a virtual object rendered at particular (virtual) angle only if your eye is rotated about the same angle in real. You cannot âcompressâ the FOV for VR as it would lead to complete angular mismatch.
there is also valve patent from 3/2018 about a consumer class eye-tracking system
US 2018/0068449 A1
that one would not be seen in the leaked pictures as it hides all inside the hmd housing and tube
the two dots in the upper nose area might be the IR illuminator from the patent (the position looks like in the patent)?
edit:
thatâs nice too, also valve, lens distortion correction from pupil location
No Iâm talking about all lensesâŠphysics. The diameter of a lens is not related to the fov it passes to the observer.
It doesnât limit fovâŠbecause fov is not related to a lens diameter.
Technically, it is not as much about physics, as it is about mathematics. The lens behaves the same way as a window. When you look through the window your FOV is limited by the window size(s) and your distance from the window. You get closer, or get a bigger window, your FOV increases, you move further from the window or get a smaller one, your FOV decreases. You can use simple trigonometry to calculate the formula.
A few years ago Gabe mentioned that much higher quality screens was a thing that was sorted, he had seen the tech, and we could expect in the next generation. I think it was during a group interview.
in an specific sens your right, but the lens must be able to bend the light toward all the angles the eyes perceived and this therefore limit the minimal size of the lens vs an acceptable and ergonomically lens/eyes distance .
If you have a 10mm lens in diameter at 20mm of eye you surely canât have a 1:1 170 degrees FOV. Yes you can see a 170 degrees pictures on any lens but donât forget we want 1:1 size vs reality.
Valve kits for VR did say cane with lens supporting FoV up to was it 120? So it has to have some factors on determining FoV size & lens properties. Hence fish eye lens attachments.
Does it not?
I think @flinnt is getting at lens propeties.
For example pin hole cameras have tiny âwindowsâ but see far more than a pinhole. So lens properties will change how one looks through a window. Making a fat person thin & a thin person fat all due to properties of how the lens redirects & warps perception.
Yes, and with the measures I have made I think this is what were going to have, itâs also possible valve will use the upscaling feature the analogix chip to improve performance and market penetration
Valve has developed custom lenses that work with both LCD and OLED display technologies and is making these lenses available to purchase for use in SteamVR compatible HMDs. These lenses and Valveâs unique calibration and correction software are designed specifically to be paired with several off-the-shelf VR displays to enable the highest quality VR visual experiences. These optical solutions currently support a field of view between 85 and 120 degrees (depending on the display). The lenses, which are designed to support the next generation of room-scale virtual reality, optimize the userâs perceived tracking experience and image sharpness while reducing stray light.
the 85° are matching the âat least 85°â from the patent?
mmmmhh, 160° is the natural for one eye so its 40 less then what the eye can do
210 - (40+40) = 130°
depending on how you tinker with the stereo overlap 135-140°?
a little to far fetched?
This pin hole camera (sometimes referred as âfisheyeâ camera) however produces pretty distorted image especially its angular aspect, where the periphery of the vision is âcompressedâ relative to the image center and consequently it has also pretty distorted geometry. You wonât be able to make out sensible VR projection (which is, by nature, a perspective projection) out of it.