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Old 02-24-2024, 08:40 AM   #25
Quoth
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Quote:
Originally Posted by John F View Post
So when you say "8k to 16k resolution per eye", you are saying 8k to 16k dpi?
No. The dpi is not simple on headsets. It depends on the optics / FOV

https://en.wikipedia.org/wiki/8K_resolution

HD (about 2K), QHD, UHD/4K etc say nothing about dpi. That depends on the physical size of a screen. But a head set has lenses between your eyes and the display panels. The actual physical DPI isn't important, but what counts is what percentage of FOV (Field of view) a display takes up. This is a similar issue to how far away you are sitting from a 55″ 4K TV, and normally that doesn't at all fill your field of view. A 72″ screen in an average living room might fill your FOV.

There are multiple challenges with a headset:
1) FOV
2) high enough resolution that you don't see the pixels at a nearly complete FOV.
3) How far away the image seems to be (what distance is your eye focusing at).
4) What happens when you move your head?
5) What happens when you move your eyes?

How it's managed is very different for

1) Simple display. The image can be simply mono and as if you had a physical display suspended in front of you that moved with your head. This can use a direct mirror/video input. A dumb display. A stereoscopic version is simply using two video feeds or a so called "3D" video (useually alternate frames are left & right eye). The fad has passed so there is little content. Some BD players can play it. There is no issue with lag.

2) Augmented reality where real things you see are tagged or overlaid and that has to move on the display as you move your eyes and head. Also the optics need to adjust so that when whatever you are looking at is a different distance the tag/overlay changes it's apparent distance to remain sharp.Lag is a problem but not sickening as main view is not electronic. Cheap and nasty AR has the text / video overlay at a fixed viewing distance, though might have a manual adjusting range.


3) Simple VR, like a video game. The head movement is simply mapped to the game Up-Down-Left-Right FPV controls. Most existing games will work, even many DOS ones. The video is usually not stereoscopic, both eyes get the same image. Lag will make you nauseous. Can't work with fixed video. A remote live camera with fast enough pan & tilt can work (needs mirrors).

4) intermediate VR. Eye tracking is added to the head movement to mapped to the game Up-Down-Left-Right FPV controls. Lag will make you nauseous. The HW is much more expensive and more host CPU is needed. Needs stereoscopic game for 2D effect. Regular non-VR games work in 2D. A remote live camera with fast enough pan & tilt can work (needs mirrors). Two cameras will give live 3D effect. Lag will make you nauseous even more quickly.

5) Full VR. Currently needs laser projection as physical lenses as used with good AR can't move fast enough. Currently only theoretical and some lab demos. The Z axis point of sharpness varies with eye focus. A laser projection has the property that it's sharp at any distance, hence lasers. Two cameras with ultra fast focus and mirror based pan & tilt will give true 3D live remote vision, even if you close one eye! Lag will make you nauseous very quickly and destroys the illusion of "being there", either in a game or remote cameras.

Last edited by Quoth; 02-24-2024 at 08:43 AM.
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