Zoide wrote:I have a question regarding the Oculus FOV and immersion. The reviewers so far say that the Oculus covers their whole field of view, yet it's about 100 degrees horizontally versus the human visual system's limit of 200 degrees for both eyes (according to a Sensics whitepaper). Am I misinterpreting something?
You'd need ~270 degrees for full field of view (eyeball rotation included). Palmer said he has a 270-degree prototype:
PalmerTech wrote:Here is a picture of one of my 270 degree prototypes:
Image
Sorry for not showing a picture of the lenses, I want to avoid showing exactly how it works until I get a chance to perfect it myself, hope people understand.
At least it shows you what a crazy setup it is!
From an article:
The display adds on an additional 90 degrees outside of the user’s field of view which is visible if the user decides to look around the display. Luckey says that [with 270-degree version] even if you turn your eyes all the way to one side you still can’t see the edges of the screen. Talk about immersion!
Peripheral vision is as almost as important as foveal vision. Palmer knows this. He's not building 270-degree version for a joke.
German wrote:If the guy's IPD is larger than the average that the prototype is built for(6.5cm if I remember correctly) then he's always going to see black bars. The newer 7" version has adjustment to get the proper IPD.
FOV partially depends on IPD. IPD adjustment (lens movement + software) won't change the area of FOV that display is occupying.
Qoheleth wrote:90 degs or greater is what you need to feel immersed.
No. As with many other senses - change is gradual. It's not like "80 is not immersive, 90 iis immersive and 270 is no different than 90." That's ridiculous.
HMD's should strive towards larger and larger FOV figures. For now, 80-90 horizontally is probably great. 200 would allow you to notice if someone is standing or sitting beside you in a game.
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