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RuneSR2
Honored Contributor
August 4, 2020
Question

TestHMD - FOV, SDE, Res, Super Sampling - The Rift(s) against everything else! :-)

Couldn't find any thread about this great app that Sebastian (MRTV - https://www.youtube.com/channel/UC2mgZjuHRDW02mx_ok4wfPw ) lately used to measure FOV on HP Reverb G2 and many more hmds. Here's an intro to TestHMD:


According to the dev, current HMDs have these specs, especially when it comes to FOV (Field of View):

 

Or zoomed in on the results:


Note that when you're inside the app, the above results are seen on a wall, like this:



Comparing my own Valve Index and CV1, and spending some time double and triple checking my results, I got the exact same results as the above - that is for the Rift CV1 I got 88 degrees horizontal fov and 116 degrees vertical fov. And even using glasses - but Norm from Tested also could dial in the lenses all the way using glasses - I got 108 degrees horizontal fov and 132 degrees vertical for the Valve Index. It does take some practice to do these measurements correctly. I've defined the upper limit as where you no longer can see the stimulus material, for example when going from 114 to 116 using CV1, you can sense the last movement, but none when going from 116 to 118 or above. This takes some practice - and for horizontal fov you may have to look left to best see what's moving to the right, might seem counter-intuitive, but has to do with how our eyes are constructed. 

At least I can confirm the results shown inside TestHMD for CV1 and Index, and my IPD is 63.94 mm (right: 31.23 mm, left 32.71). I don't know how much IPD can or will affect these results. Interestingly MRTV (Sebastian) got quite different results for some HMDs, if he was too fast and forgot to triple check his results or if his IPD caused different results, I have no idea. 

Measured as a square, Valve Index (108 x 132) would have 40% larger fov the Rift CV1 (88 x116), which closely fits my subjective experience. 

Fov isn't the only interesting subject that can be examined and measured using TestHMD - I found the reading and vision tests to be just as important:

Reading test


This test was kind of an eye-opener to me - because it's a great way to test super sampling and compare different HMDs - like CV1 and Index. How much better is CV1 using 1.0 super sampling (ss) compared to Index using SteamVR resolution 100 %? Or CV1 ss 2.0 vs. Index res 200 %? In the reading test you just focus on the text and move backwards until you just barely can read the text. On the floor you can see how many meters you can stand from the text and still be able to read it. My results were somewhat surprising:

Rift CV1:
Ss 1.0 = 4 meters
Ss 2.0 = 6 meters

Valve Index:
Res 100 % = 4.5 meters
Res 200 % = 6.5 meters

Note that the ruler on the floor only goes to 5 meters, but I'm confident I'm not very mistaken for the results beyond 5 meters. 

I've spent a lot of time checking these results, but they are what I observed. Index res 200% looks a lot better, but I can't zoom out much more than CV1 ss 2.0. Also it helps moving your head slightly using CV1, because it removes/reduces the SDE, while you don't have to do that using Index. Index res 200 % is a total of 18 mill pixels per image, it's quite massive, so very surprising I can't zoom out a lot more... Also note that the TestHMD worked much better through SteamVR, where I could easily use Index res 200 %, but forcing CV1 ss 2.0 was so incredibly gpu demanding that the app once crashed - might be some driver bug (I used the regular version of TestHMD). 

Another interesting vision test is this one, where I went for the red line, namely normal 20/20 vision:

Visual Acuity (Distance Chart)
 


In this test you measure the  ability to identify each letter, especially separating the F from the P - and I got:

Rift CV1:
Ss 1.0 = 2 meters
Ss 2.0 = 3.5 meters

Valve Index:
Res 100 % = 2.25 meters
Res 200 % = 3.25 meters

I just wrote down the numbers after each test, but strange that I got a better number for the Rift ss 2.0 here than Index res 200%. Important factors could be better contrast due to oled making black text easier to read, and also I've got the Index lenses all dialed-in, so the pixel sizes may not be very different. That said, the Index looks a lot better due to no SDE and much larger fov. Again CV1 profited from moving my head slightly to remove the SDE, while you don't need to do that with the Index. 

I'm slightly baffled by these results - I would have thought that I could zoom out much more with the Index, but that's not the results I got. I was quite amazed with the CV1's image quality, especially for the readability. Comparing ss 1.0 with 2.0 it's easy to see the large impact of super sampling. This goes for both hmds. Also SteamVR res 100 % may correspond more the "ss 1.4", so it's not fully apples to apples, but I do consider CV1 ss 2.0 and Index res 200% for close to the best image quality you can get with these hmds - further increasing ss does not result in large gains. 

Now it could be really interesting to test Reverb G1 and/or G2 for visual acuity! Or if the above results can be confirmed. Note that I used the SteamVR default settings for antialiasing and everything else - to change res I only used the SteamVR res slider. For the CV1, I used Oculus Tray Tool to change between ss 1.0 and 2.0. Index used 90 Hz and lenses all dialed-in.  

    50 replies

    RuneSR2
    RuneSR2Author
    Honored Contributor
    August 6, 2020

    saami81 said:

    I did "P" test on Rift S. Using red underline text.
    Max distance where i could see white "inside" P without doubt. 
    1.0ss 2.5 meters
    1.5ss 3.0 meters




    Awesome (I updated my post above with your new results) -  if you find the time, it could be interesting with ss 2.0, unless that totally crashes the app - it did one time using CV1 for me, and Rift-S ss 2.0 will be even worse. 


    Btw, using SteamVR I have to restart the app every time I change res, but OTT works instantly. 
    Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
    Up and Coming
    August 6, 2020
    SteamVR changes on the fly for me but it takes about 5 seconds for my GPU load to change/the effect to hit for some reason which I've never seen before lol.

    I'm a bit confused on the test you're doing. Are you just looking at the P on line 8 until the loop appears filled? Or is there another P I'm missing? 
    Up and Coming
    August 6, 2020

    pyroth309 said:

    SteamVR changes on the fly for me but it takes about 5 seconds for my GPU load to change/the effect to hit for some reason which I've never seen before lol.

    I'm a bit confused on the test you're doing. Are you just looking at the P on line 8 until the loop appears filled? Or is there another P I'm missing? 


    Looking P in line eight. Trying to get max distance where you  candefinetely see white pixels inside of P.

    RuneSR2 said:


    saami81 said:

    I did "P" test on Rift S. Using red underline text.
    Max distance where i could see white "inside" P without doubt. 
    1.0ss 2.5 meters
    1.5ss 3.0 meters




    Awesome (I updated my post above with your new results) -  if you find the time, it could be interesting with ss 2.0, unless that totally crashes the app - it did one time using CV1 for me, and Rift-S ss 2.0 will be even worse. 


    Btw, using SteamVR I have to restart the app every time I change res, but OTT works instantly. 


    I tried with 1.7ss, but no difference to me. Not sure, if it is my own eyesight or just the resolution of Rift S.
    Honored Contributor
    August 6, 2020
    OK, using the new RuneSR2 'P' test I'm getting 4.25 metres at 2.0 ss on my Rift S. I'm seeing the white 'hole' in the P. Setting ss to 2.5 I can get back to 4.5 metres. At this setting I can clearly 'read' the next line too.
    Intel Core i7 6700K @ 4.5GHz. Asus-Z170-PRO MB - Nvidia RTX 3080 ti - 16GB DDR4 2666MHZ HYPERX SAVAGE.
    Honored Contributor
    August 6, 2020
    I don't suppose there's an option to have different letter charts is there?
    The brain's an amazing thing and can fill in information if it knows what it is. Eye examiners tend to have rotating charts or at least 2 they can switch between.

    A random letter generator for each test would be perfect.
    13700K, RTX 4070 Ti, Asus ROG Strix Z790-A Gaming, Corsair H150i Capellix, 64GB Corsair Vengence DDR5, Corsair 5000D Airflow, 4TB Samsung 870 , 2TB Samsung 990 Pro x 2, DK2, CV1, Rift-S, Quest, 2, 3, Pro, Windows 11 Pro 24H2 (10.0.26100)
    Inspiring
    August 6, 2020

    @RuneSR2 said:

    Again CV1 profited from moving my head slightly to remove the SDE, while you don't need to do that with the Index.


    You are increasing resolution by moving your head. Your mind will restore correct image with better resolution then it is actually. So to be correct you should move or do not move your head both in CV1 and Index.
    Still it depends on frequency and if render is subpixel correct or not (it seems that Index/Vive is not delivering correct 90Hz frequency even if it shows that it is 90Hz, you could test it move inside a game with your avatar casting a shadow and you will see 2 copies of your shadow so it is 45Hz instead of 90Hz).

    Same way you could see through a fence or any net and your mind will reconstruct original image.

    Next test is ...  use only 1 of your eyes :)
    Both eyes will double resolution (but only if subpixel rendering is different for every eye, if you just reuse left image for right eye you will not get same clarity).

    And... you could try to rotate your HMD 45 degrees (pentile pixels will help with vertical/horisontal lines clarity).

    Anyway CV1 is greatest for it's time and even more! :sunglasses:

    ps. is it possible that LCD will smooth subpixels while moving but oled will not? 
    Up and Coming
    August 6, 2020
    Alright doing the "P" test -

    SteamVR 100% SS -a little past 2 meters.

    210% SS (max clarity) - 3M

    330% SS - Also near 3 meters. Text is a bit more legible but the P fills in near the same spot as 210. As I mentioned, the blur is actually higher than at 210% but for whatever reason the text is a little easier to make out for me. Probably just a quirk at this level because it rapidly degrades when I go higher. 
    Up and Coming
    August 6, 2020
    Managed to get my Quest home from work. So default settings with Quest Link Cable-

    Doing the "P" test I can only see to 2 meters.
    With default faceplate/pads - HFOV 100 VFOV 114

    Bumped Encode Resolution to 2912, Distortion Curvature low and 1.2SS  gets me ... 2.25 meters lol.

    No face shield I get 106 HFoV and 120VFOV so yea, much wider FoV than CV1.

    *edit* Tried it over virtual desktop, set streaming quality to insane and I can see out to about 2.5m. Looks a bit better.

    RuneSR2
    RuneSR2Author
    Honored Contributor
    August 6, 2020
    Ok, with today's new and updated results, we've got:

    Snellen Test (Visual acuity)

    RIFT CV1
    Ss 1.0 = 2 meters (Rune)
    Ss 2.0 = 3.5 meters (Rune - original faceplate)

    RIFT-S
    Ss 1.0 = 2.5 meters (Saami)
    Ss 1.5 = 3.0 meters (Saami)
    Ss 1.7 = 3.0 meters (Saami)
    Ss 2.0 = 4.25 meters (Lensmandave)

    Ss 2.5 = 4.50 meters (Lensmandave)

    QUEST
    Ss 1.0 = 2 meters (Pyroth)
    Ss 1.2 = 2.25 - 2.5 meters (Pyroth, latter = "insane streaming quality" using Virtual Desktop)

    INDEX
    Res 100 % = 2.25 meters (Rune)
    Res 200 % = 3.50 meters (Rune) 
    Res 300 % = 3.50 - 3.75 meters (Rune)
    Res 400 % = 3.50 - 3.75 meters (Rune)

    ODYSSEY+
    Res 100 % = 2.00 - 2.25 meters (Pyroth)
    Res 210 % = 3.00 meters (Pyroth
    )
    Res 330 % = 3.00 - 3.25 meters (Pyroth)

    Let me know if you find any errors!  o:)

    Hmmm, I bet there're some Reverb owners lurking in the nearby bushes, but they remain hidden so far ;)
    Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
    RuneSR2
    RuneSR2Author
    Honored Contributor
    August 6, 2020

    Nekto2 said:


    @RuneSR2 said:

    Again CV1 profited from moving my head slightly to remove the SDE, while you don't need to do that with the Index.


    You are increasing resolution by moving your head. 



    I think that's spot on - for long I've been thinking that ss 2.0 is in the flow - and harder to see when you do not move. But I constantly move when playing Asgard's Wrath, Stormland, Lone Echo etc. That's why these games look so awesome when you move and dynamically experience the world. SDE is also greatly diminished when constantly moving. 
    Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"