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cybereality
3D Angel Eyes (Moderator)
Joined: Sat Apr 12, 2008 8:18 pm Posts: 10038
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@brantlew: Yeah, I'm kind of in the same boat. I'd really like to buy something, and money isn't necessarily a problem, but I don't actually need to buy anything. Over the years I've realized I just stock pile gadgets and a lot of them barely even get used. Currently I am planning on building a VR demo sort of like a proof of concept, but its probably months off. For me, having the proper software is the most important thing as standard PC games aren't really VR yet. So I will probably wait until I have my software ready before I buy anything. By that time the ST1080 should be out and maybe there will be other developments.
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| Sat Mar 10, 2012 6:36 pm |
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tcboy88
One Eyed Hopeful
Joined: Thu Mar 22, 2012 7:15 am Posts: 24
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http://my-bud.com/mall/goods/goods_view.asp?goods=3&category=1&word=&asc=2&sorting=0&top_size=20check this out 2d to 3d conversion 4200mah battery 100" at 4m less than 500usd the only bad thing is the low resolution
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| Thu Mar 22, 2012 7:18 am |
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suckmysound
One Eyed Hopeful
Joined: Thu Feb 23, 2012 6:01 am Posts: 25
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i wanna know the diagonal FOV this has ? is this better than the vuzix 1200 crap ? anybody know abt?
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| Wed Jul 18, 2012 5:39 pm |
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nrp
Two Eyed Hopeful
Joined: Tue Jul 19, 2011 11:19 pm Posts: 95
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I just got my ST1080. I'll have a more detailed review later, but for now I'll say: 1. The ST1080 is currently the best consumer HMD money can buy. 2. The ST1080 is not very good.
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| Tue Jul 31, 2012 1:23 am |
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Synexious
Sharp Eyed Eagle!
Joined: Mon Aug 09, 2010 6:08 pm Posts: 381 Location: Houston
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nrp wrote: I just got my ST1080. I'll have a more detailed review later, but for now I'll say: 1. The ST1080 is currently the best consumer HMD money can buy. 2. The ST1080 is not very good. I just tried my ST1080 and agree it's not very good. I think the HMZ is the best consumer HMD, though. It can be modded to be comfortable. The ST1080 is comfortable, but can't be modded to have a better display.
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| Fri Aug 03, 2012 10:40 pm |
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DH1900
One Eyed Hopeful
Joined: Tue Dec 07, 2010 3:31 pm Posts: 31
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It seems you can now order the cinemizer for the astonishing price of 649 euros. The resolution is a disappointing 870x500 but could it be possible that the lenses Zeiss have used might make up for that lower resolution? It's certainly very adjustable with both IP and independent focusing adjustments. The FoV is 30 degrees, so not much off the ST1080.
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| Mon Aug 13, 2012 11:03 am |
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brantlew
Petrif-Eyed
Joined: Sat Sep 17, 2011 9:23 pm Posts: 2041 Location: Irvine, CA
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DH1900 wrote: The FoV is 30 degrees, so not much off the ST1080. I have to disagree. The difference between 30 degrees and 45 degrees is very significant.
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| Mon Aug 13, 2012 11:15 am |
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DH1900
One Eyed Hopeful
Joined: Tue Dec 07, 2010 3:31 pm Posts: 31
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brantlew wrote: DH1900 wrote: The FoV is 30 degrees, so not much off the ST1080. I have to disagree. The difference between 30 degrees and 45 degrees is very significant. My mistake I, for some reason, had it in my head that the ST1080 had a FoV of 35 degrees.
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| Mon Aug 13, 2012 12:12 pm |
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Mitbekommer
One Eyed Hopeful
Joined: Mon Aug 13, 2012 2:48 pm Posts: 37 Location: German and proud of it. World, we'll be back!
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Frogztar wrote: I saw the HMZ advertised with 51 degree FOV. I'm going for the exit pupil in the ST1080 as well as native 1080p What is good about the HMZ FOV that this area is what both eyes can actually see in 3D at the same time. If you have more than that you don't see 3D anymore cause the respective other eye cannot see it anymore.
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| Mon Aug 13, 2012 3:21 pm |
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cybereality
3D Angel Eyes (Moderator)
Joined: Sat Apr 12, 2008 8:18 pm Posts: 10038
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Sorry but 30 degrees is a joke in 2012. Hopefully they can step up their game with future models, but this just won't cut it for VR or gaming purposes.
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| Mon Aug 13, 2012 9:21 pm |
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DH1900
One Eyed Hopeful
Joined: Tue Dec 07, 2010 3:31 pm Posts: 31
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cybereality wrote: Sorry but 30 degrees is a joke in 2012. Hopefully they can step up their game with future models, but this just won't cut it for VR or gaming purposes. I've been doing some simulations. Zeiss say that 30 degrees is the equivalent of a 40" screen at 2m. I take it that that's the same as a 20" screen at 1m (please correct me if I'm wrong). I tried sitting 1.08m away from a 21.5" widescreen and found the results when viewing 16:9 content to be satisfactory to the point that sitting any closer was slightly more fatiguing. (2.39:1 was a little small but still watchable). Even watching 3D content (it's a 3D monitor) still had a fair bit of pop to it. Am I doing it wrong or do movies just require a smaller FoV than gaming and VR? Also, if anyone has a link to a calculator or some simple formulae for calculating screen size-distance equivalents to FoV could they please post them? It would be very helpful in making my choice, thank you.
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| Tue Aug 14, 2012 2:35 pm |
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Alexmusicmaker
One Eyed Hopeful
Joined: Fri Nov 23, 2012 9:53 pm Posts: 1
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I buy today mi shinny hmzt1 i love ....its like a piece of art ...its just awe dudes 
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| Fri Nov 23, 2012 10:18 pm |
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Namielus
Terrif-eying the Ladies!
Joined: Thu Aug 02, 2012 8:49 am Posts: 844 Location: Norway
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To reach THX certification the farthest seat in the cinema must have a 36 degree horizontal viewing angle. As you move closer the viewing angle is wider. I cant find any confirmation on what they consider optimal, but from memory I think it is 40 degrees. The viewing angle for tv is narrower, simply because you usually watch tv for longer periods of time.
However, the content filmed for movies are made for that purpose and framed so that you are supposed to be able to see generally what is spread across the screen. In other words you can fill up too much of your peripheral vision.
So why wont the high FOV of Oculus Rift cause the same type of eye fatigue? If you look at movie content in a 90degree viewing angle, you will not be able to see all you need to see and will have to move your head or strain your eyes. Important content will fill up your peripheral vision, and you have to strain yourself to get all the input.
A game with a 90 degree viewing angle where you move your head freely are not made and framed in such a way that you need to look at all content in a frame at all times and you can turn away from something and choose yourself what you need to look at.
Its closer in comparison, to how you navigate within your field of view in real life. So, you are better off comparing real life fov vs game (vr) fov and then tv fov vs cinema fov
_________________Riftoholic Horror Game for Oculus Rift: 
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| Fri Nov 23, 2012 10:33 pm |
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cybereality
3D Angel Eyes (Moderator)
Joined: Sat Apr 12, 2008 8:18 pm Posts: 10038
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You also have to consider the IMAX theaters. I just went there tonight (to see Skyfall) and sat up front. The screen basically covered my entire FOV, but it looked great and did not give me a headache after 2.5 hours. Not sure what THX has to say about that, but I had a good time.
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| Fri Nov 23, 2012 11:23 pm |
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Namielus
Terrif-eying the Ladies!
Joined: Thu Aug 02, 2012 8:49 am Posts: 844 Location: Norway
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In a Imax theater you can move your head, in a hmz-t1 you cant and rely only on moving your eyes. Doesn't count that you can in theory add motion trackers to the hmz-t1. It would seriously strain your eyes if you had to move them too much in that timespan.
Also, you might not represent the average movie viewer, and both sound levels and lots of other things have to cater for more people than hardcore fans of high FOV. That means, even sitting at front row have to be within the comfort zone for the average viewer.
I never experienced regular movies on Imax, but I don't think I am going to want to watch regular movies on a much larger view than 40 degrees.
Maybe I am misreading your post? Can you really imagine comfortably watching Skyfall on a rift with the picture covering the entire width of each eye?
PS;
I just search skyfall+Imax and it seems it has been specially framed with Imax in mind. This makes more sense to me and might explain why you did not experience discomfort.
_________________Riftoholic Horror Game for Oculus Rift: 
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| Fri Nov 23, 2012 11:33 pm |
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Nick3DvB
Binocular Vision CONFIRMED!
Joined: Wed Oct 06, 2010 10:51 am Posts: 293 Location: UK
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Namielus wrote: ...content filmed for movies are made for that purpose and framed so that you are supposed to be able to see generally what is spread across the screen. In other words you can fill up too much of your peripheral vision.
So why wont the high FOV of Oculus Rift cause the same type of eye fatigue? If you look at movie content in a 90degree viewing angle, you will not be able to see all you need to see and will have to move your head or strain your eyes. Important content will fill up your peripheral vision, and you have to strain yourself to get all the input. This is exactly why I think the SVP is such a good fit for the Rift: Nick3DvB wrote: I have increased “screen” size / resolution to 288x512 but I think it’s probably too big now? It’s hard to tell without a Rift to test with, I’ll probably have to drop it back down to 480x270 (which happens to be exactly 25% full HD at 16:9). The ambilight bars should give you motion cues in your peripheral vision but the screen should still be “small” enough to allow you to see the whole frame as intended (head-tracked panning will give us a bit more scope here but still be limited by how the movies were shot) Note that the ambilight bars are not just a blur mask, the video is not cropped at all, they are “extra” detail generated from motion vectors in the source... I've just uploaded some new 60fps 3D samples with different warps here: viewtopic.php?f=138&t=15047&p=87885#p87885
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| Sat Nov 24, 2012 9:27 pm |
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benz145
Two Eyed Hopeful
Joined: Thu May 31, 2012 5:20 pm Posts: 78
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I've been keeping a comparison chart of consumer HMDs here: http://www.roadtovr.com/head-mounted-di ... ison-chartI also did a Rift vs. HMZ-T1 vs. ST1080 article here (though it's a bit dated now; from August): http://www.roadtovr.com/2012/08/11/hmd- ... hmz-t1-937
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| Mon Nov 26, 2012 12:01 am |
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