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210 fov kickstarter

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by f1iceman, Aug 25, 2016.

  1. f1iceman

    f1iceman Why So Serious ? ( The Joker )

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    not sure how this would get on but worth a bloody try if they get the optics right
    https://www.kickstarter.com/project...adset-no-black-parts-210-field-of-vi/comments
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    There are many aspects to VR visuals, of which FOV is but one.

    There are also many challenges to resolve to get to high def wide FOV VR, including much improved hardware level data throughput and processing, and high level screen pixel density. Those challenges are not going to be met on a 50K KS budget.

    It is easy to mount 2 screens for a wide FOV, it is a different thing entirely to resolve all the issues needed to make that consumer ready.
  3. Pit

    Pit - - - - - - - - - - - - - - - - Gold Contributor

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    Best time to wait :) I'm sure still more than two years and such VRs are on the market.
  4. f1iceman

    f1iceman Why So Serious ? ( The Joker )

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    i can only see it being the optics being a big part screens and stuff are basic stuff but im sure it will work as stick wider optic n screens in a rift and i don't see why it would not work if the optics can do the job.
    it does look like they have done most the work on them tho.
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    To fill large screens very fast at high pixel density requires a lot of data to be moved and processed quickly. The affordable hardware capacity to do so, or lack thereof, is a significant issue. You can make a wide FOV HMD from existing mobile phone screens but they are too slow for optimal VR and it will be a sub-par experience.

    It is very hardware intensive and very different from a single monitor, where some dropped frames in some places don't really matter and the processing demand is nowhere near as high.

    To put that into context here is a comparison of VR to monitors: http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf

    Shaded Visible Pixels per Second
    ● 720p @ 30 Hz: 27 million pixels/sec
    ● 1080p @ 60 Hz: 124 million pixels/sec
    ● 30” Monitor 2560x1600 @ 60 Hz: 245 million pixels/sec
    ● 4k Monitor 4096x2160 @ 30 Hz: 265 million pixels/sec
    ● VR 1512x1680x2 @ 90 Hz: 457 million pixels/sec

    Pushing and processing data for the proposed wide FOV of 3840 X 1080, if it were to maintain a proper 90 Hz for VR and comparable pixel density of current PC consumer VR, has significant hardware and processing implications to drive something like 900 million pixels/sec.
    • Agree Agree x 1
    Last edited: Aug 27, 2016