chiliwili69 Posted May 10, 2018 Author Posted May 10, 2018 (edited) Since the important thing is what we visualize across the headset I have tried to take pictures with my mobile phone , trying to put the camera in the position of the eye in both Rift and VivePro. You will see that the FOV of the scene is practically the same. I have taken a closer look of the He-111 from both to compare: Despite of the non-proper camera or lack of focus, you can have an idea about the small resolution gain you achieve for ID. The raw jpg images are here for the Rift (best thing is to donwload both and compare): And for the VivePro: I have been trying to understand why the ID gain is so small comparing with the Rift, and I think I have a valid explanation. Firstly, as stated in above post, the image reported by VivePro with SteamVR Display mirror, was showing a larger FOV that Rift, where you can see the sun in the upper right corner, but I was not able to see the sun neither in Rift or VivePro with my own eyes. But,.... with the mobile camera and without touching the initial position of the VivePro, I was taking a picture through the lense in the direction of the upper right corner, and..... voila! the SUN WAS THERE!!, so the reported image of the Display Mirror is correct, there is a sun in the VivePro display. This is the picture I took: https://drive.google.com/open?id=1cWfHHXzwFpKhT-0fKXHFnfk7ejs5Z3ff Therefore, the VivePro is displaying much more pixels in the display than you can actually see with your eyes (I adjusted the VivePro to the minimum panel distance). So, it is full waste of pixels being rendered and not visualized, and what is worse, the they are spread out over a larger FOV, so there is less pixel density in the center in the image. That´s why the Rift and VivePro images are very similar. I really don´t understand how HTC have done this, or it is just a problem with IL2... Edited May 10, 2018 by chiliwili69
chiliwili69 Posted May 10, 2018 Author Posted May 10, 2018 31 minutes ago, ICDP said: Try a different game with mirroring for comparison You will not believe that but I have not other games in Steam. In any case, thinking it twice I think it is a problem of the VivePro, since there is a large area of the physical display panel which is not reachable by the eye. So, it is a waste of render power and reducing pixel density in the center.
=EXPEND=Tripwire Posted May 10, 2018 Posted May 10, 2018 Interesting... So even at minimal panel distance you can't see the sun? How far are your eyes from the lens? Minimal setting on the original Vive has my eyelashes touching the lens occasionally. Probably when looking straight up and having the foam compress that bit more under the weight of the headset.
chiliwili69 Posted May 10, 2018 Author Posted May 10, 2018 37 minutes ago, =EXPEND=Tripwire said: How far are your eyes from the lens? I forced the back wheel to compress the foam to the maximum and put the panel distance to the minimun. My eyelashes were almost touching the lenses. In the centre eye position you CAN NOT see the sun! I have tried to put my left eye in the very bottom right side of the lense (far from center so everything was blurry), forcing my head and eye against the lense, and then I could see a small portion of the sun but less than my camera was able to see. If you have a Vive (not the Pro) try to donwload the ID track I post above and use Display Mirror to check what is the image you have in the monitor and in the headset.
ICDP Posted May 10, 2018 Posted May 10, 2018 (edited) While I don't have a vive pro I have tested on my Samsung Odyssey. Steam VR mirroring shows a screenshot pretty much identical to the one you have from Vive Pro. This would be logical because they are the exact same displays. Though with the HMD on my head and the view centered, I can see a part of the sun glare in the upper left screen. VR absolutely relies on this "drawback" to ensure immersion is not lost when you see the physical edge of the screens. Some HMDs have been better optimised and have better lenses to ensure any wasted screen is minimised. EDIT: I just tried the same mirroring using Elite Dangerous. The image in the mirror window matches what I see very much spot on in the HMD. Edited May 10, 2018 by ICDP
=EXPEND=Tripwire Posted May 10, 2018 Posted May 10, 2018 (edited) Ok I tried the track. I see the same SteamVR mirroring that you do on the Pro. I can just see a part of the sun glare up on the top left if I have the Vive set to the closest screen setting and have the foam compressed. The extra rendering does seem a bit over the top though. I wonder if that was a recent change in one of the recent updates as I dont recall? having the FOV that wide previously. I could be wrong though. There was a big change that dropped clarity significantly that a number of the Vive users especially were complaining about. I wonder if this is somehow related? So looking more at it, the screen space really does seem to be rendered that far. Position your eye off center and you can see more of the display. Is the same for other games too. Edited May 10, 2018 by =EXPEND=Tripwire
[CPT]Nem0 Posted May 12, 2018 Posted May 12, 2018 (edited) On 5/8/2018 at 2:28 AM, BP_Lizard said: I’m very interested in modding my Vive but do not know where to get the lens adapter from. So how does one get to order the lens holders from them? Thanks. https://www.thingiverse.com/thing:2885990 at about 4 o'clock you will see "order this printed" click on it an then follow the instructions. On 5/9/2018 at 1:39 PM, chiliwili69 said: Thank for reporting your lenses change. For me it is still difficult to believe that the custom Fresnel lenses used in the VivePro can be replaced for a totally different lenses (GEAR VR) but using still the same VivePro lens correction image which is applied to the rendered image before in dump to the physical display. Does the dimensions and objects as real as they were before? are they not differently stretched in the periphery? I haven't noticed any big difference other than clarity and larger sweet spot.... if i do notice a dimensional stretch difference, I think it is refered to as 'barrel distortion', I will try the software mod to eliminate it... BTW upon inspecting the GearVR lens prior to intstallation i noticed concentric rings at certain angles. Edited May 12, 2018 by [CPT]Nem0
[CPT]Nem0 Posted May 22, 2018 Posted May 22, 2018 On 5/9/2018 at 1:39 PM, chiliwili69 said: Thank for reporting your lenses change. For me it is still difficult to believe that the custom Fresnel lenses used in the VivePro can be replaced for a totally different lenses (GEAR VR) but using still the same VivePro lens correction image which is applied to the rendered image before in dump to the physical display. Does the dimensions and objects as real as they were before? are they not differently stretched in the periphery? After using the mod for 2+ hours of game play, I have to admit a much better experinece over the stock VIVE Fresnel lens. The GearVR lens, I noticed when installing, looked like Frenzel. turning the lens at an angle to light you can see the rings. Much unlike the ViVE lens where I could on occasion see the rings in game. SDE is still there but not as noticalble....it's easier to "ignore"....just sayin'. I have not been plagued with distortion or scale issues...
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