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Up and Coming
April 25, 2014

DK2 adjustable focus lenses

I was doing some research on an adjustable focus lenses for the DK2 and what I found is that you could use something called a diopter to adjust for eye focus. I'm fairly sure this is the part but what I'm making reference to the adjustable eye focus on a DSLR camera viewfinder and I was wondering if that could be put into the Oculus Rift lenses. That way I'll only need a single pair over 3 pairs of lenses and I'll can use the oculus glasses free.

My B lenses are slowly getting scratched to oblivion from my glasses.

Do you think this would work?

Tripping in the Rift.

    65 replies

    Up and Coming
    April 30, 2014
    "cybereality" wrote:
    "Boff" wrote:
    Isn't that what the adjusters on the side of the DK1 do already though? So could you just increase the range? Or would it be too great?

    No. The adjustments on the side move the entire assembly (screen and lenses) so it does not change the focus. It just makes it easier if people need more space for their eyes (i.e. they have glasses, etc.).


    Ahhh! Thanks for answering this simple question. It always bothered me that moving the lenses in and out didn't change the screen focus. Of course, it's moving both the lenses and the screen! That makes much more sense :lol:.
    Currently working on Dolphin VR Website/Downloads: https://dolphinvr.wordpress.com/ Follow along: https://github.com/cegli/dolphin/commits/VR-Hydra Forum Post: https://forums.oculus.com/viewtopic.php?f=42&t=11241&start=1180
    Participant
    May 1, 2014
    As with any of these mechanical adjustments, they could all be built. The problem is they all increase complexity, cost, and weight. Of the three, the weight is the one that is fundamental - extra weight on the head is just universally bad, and we're permanently paranoid about it - the HW folks work incredibly hard to get every gram off. So it's a tricky tradeoff between increased convenience, but also increased weight. If it's something you only adjust once, having it be every so slightly easier to do helps you save that initial setup time, but the extra weight remains forever. This is why for DK2 we continued the very simple system of interchangeable lens holders - we certainly looked at something fancier, but the weight was not good.
    Tom Forsyth - OculusVR coder
    Up and Coming
    May 1, 2014
    "tomf" wrote:
    ... This is why for DK2 we continued the very simple system of interchangeable lens holders - we certainly looked at something fancier, but the weight was not good.

    As I suggested back at MTBS3D before this forum was open, you could have asymmetric lens holders that can be inserted at three rotation different angles (set by the tabs) with rotation angle each providing a different IPD (at the expense of acceptable vertical offset that can be adjusted in software by moving the software horizon). No added weight!

    In fact, due to early published photos of lens eyecups taken at an angle (before the first shipment), I actually THOUGHT that you guys designed them that way, and I was disappointed to find out they were symmetrical. Trouble finding my posts now (what keywords to search?)...

    I do see that others also thought the lenses looked offset so IPD could be adjusted via rotation:
    http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=17256&p=121235#p121218

    No extra weight with offset lenses in asymmetric lens eyecups, which could be rotated counter to each other to adjust IPD to three different widths per lens eyecup set. Like I said, some of us assumed this from photographic distortion, and I was disappointed to see that was not the case. Any reasons why this would not work (if nose-width relief is taken into account)?

    EDIT: I found one such the photo in question, in kickstarter update #13:


    It sure LOOKS like the eyecups are asymmetrical, being thicker on the inner shoulders and thicker on the outer shoulders, so that rotation would change the IPD. Just make sure to rotate them counter to each other. As it turned out, this effect was just a parallax trick of the camera. There was another similar photo with the lens eyecups sitting on a table with the tabs showing, which also made them look asymmetrical (for adjustable IPD).

    Perhaps in the near future a set of intentionally asymmetrical eyecups could be 3D-printed to test out this idea.
    This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
    Up and Coming
    May 1, 2014
    "jpaws1" wrote:
    ... Tripping in the Rift.

    This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
    Up and Coming
    May 1, 2014
    "cybereality" wrote:
    "Boff" wrote:
    Isn't that what the adjusters on the side of the DK1 do already though? So could you just increase the range? Or would it be too great?

    No. The adjustments on the side move the entire assembly (screen and lenses) so it does not change the focus. It just makes it easier if people need more space for their eyes (i.e. they have glasses, etc.).



    Oh of course! :oops:
    If I'd actually thought about it before posting then you wouldn't have wasted those 30 seconds replying!

    Thanks though!
    Up and Coming
    May 2, 2014
    Regarding adjustable IPD, I was giving someone a demo yesterday at work and he complained about not being able to slide the lenses side-to-side to line-up with his eyes. He wanted something like the simple solution you can see on this tablet viewer:

    http://www.roadtovr.com/vr-viewer-7-inch-tablets-vr-headset-hmd/?utm_source=rss&utm_medium=rss&utm_campaign=vr-viewer-7-inch-tablets-vr-headset-hmd
    Up and Coming
    May 2, 2014
    "cahorton" wrote:
    Regarding adjustable IPD, I was giving someone a demo yesterday at work and he complained about not being able to slide the lenses side-to-side to line-up with his eyes. He wanted something like the simple solution you can see on this tablet viewer:

    http://www.roadtovr.com/vr-viewer-7-inch-tablets-vr-headset-hmd/?utm_source=rss&utm_medium=rss&utm_campaign=vr-viewer-7-inch-tablets-vr-headset-hmd

    Ooh... I *LIKE* that! Thanks for the link!

    But my suggestion of rotatable offset lenses should add not weight to the design, which TomF said was of great concern to the Oculus team.
    This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
    Up and Coming
    May 2, 2014
    I don't think there is much weight added by the extra plastic, but it is a valid point. One observation with rotatable lenses is that they introduce a vertical offset in addition to the horizontal offset. Being completely ignorant in the way of head/eye mechanics, I have no idea whether that is a problem or not.
    Up and Coming
    May 2, 2014
    You can't change the lens separation unless you also change the image separation on the screen - otherwise it distorts the image. I've tried it and it sucks. Currently none of the demos I've seen allow you to adjust that, except for VR Player.
    Ideally you would slide the lenses to line up with your eyes and the rift would send that info to your game and the software would automatically adjust the IPD and L/R image separation to match.
    GA-Z97X-gaming gt; i5-4670k; Nvidia780Ti; 16GB PC3-17066; win7-64 bit; DK2
    Up and Coming
    May 3, 2014
    "grodenglaive" wrote:
    You can't change the lens separation unless you also change the image separation on the screen - otherwise it distorts the image. I've tried it and it sucks. Currently none of the demos I've seen allow you to adjust that, except for VR Player.
    Ideally you would slide the lenses to line up with your eyes and the rift would send that info to your game and the software would automatically adjust the IPD and L/R image separation to match.

    Well, that's something the SDK should do for you.