What affects the FOV ?
Posted: Thu Jul 24, 2014 6:15 am
Hey all,
I was wondering, what really determines the FOV when using HMD ? I understand it's the combination between the lenses and the screen, and the distance between them, but I'm looking for a technical explanation regarding how they combined to create the FOV to the end user.
Oculus did manage to get pretty high FOV but it's still not as wide as real life FOV,
Did they change to 5" in the dk2 to make it more comfortable, and found a better lenses to keep the current FOV?
Is it just a way to keep room for improvements in future HMD ?
I was wondering, what really determines the FOV when using HMD ? I understand it's the combination between the lenses and the screen, and the distance between them, but I'm looking for a technical explanation regarding how they combined to create the FOV to the end user.
Oculus did manage to get pretty high FOV but it's still not as wide as real life FOV,
Did they change to 5" in the dk2 to make it more comfortable, and found a better lenses to keep the current FOV?
Is it just a way to keep room for improvements in future HMD ?