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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

    jpaws1Author
    Up and Coming
    May 5, 2014
    Larger lenses would reduce the separation problem taking them from 1.1/4 inches and making them roughly 2.1/4 inches. Then it would only need to be the signal that gets adjusted. Maybe some square lenses would give a big viewing area. It would give some more looking around space.

    An all range or wider range prescription viewing lenses would keep the HMD lightweight and user friendly.

    Maybe finding lenses that can be in focus when monitors are placed directly on a pair of eyeglasses. That would keep everything compact.

    Clear screen multiple color monitors would give passive augmented reality options.
    Inspiring
    May 5, 2014
    "cybereality" wrote:
    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.).

    If the side adjustments did change the distance between the screen and the lenses instead, it might have made the DK1 both cheaper and lighter to make, by replacing the removable lenses mechanic with simplified fixed ones.
    "tomf" wrote:
    the HW folks work incredibly hard to get every gram off.

    Then maybe the CV1 should return to the initial idea of having an external box ?

    Not only because that would make the CV1 lighter, but because that external box could then have plenty of other applications (doing more things then it initially did in the DK1, because weight wouldn't be an issue for it so anything goes).

    Not mentioning allowing to make an essential update to the external Box without requiring to buy a new headset, or allowing to buy a CV2 without buying the whole external box components if no update is required to the external box for the CV2.

    Also, maybe Apple, Microsoft and Sony & Co would then consider only designing and requiring their own licensed version of that external box as their entry price to allow the single CV1 single to connect to any of their closed platforms (instead of each one of them working on requiring users to buy a whole VR headset per platform).
    New Participant
    May 5, 2014
    Actually i cant create new threat and this one is closest to my request.

    Is it possible to create additional lenses which will provide less FOV (like 45-60) but will give less distortion and more pixels per angle. These lenses should be popular for old games which is not adapted to high FOV, and will bring better visual quality for them.

    The old games is key survival market for oculus while we have not finished all our projects.
    Inspiring
    May 5, 2014
    "sgluhov" wrote:
    Actually i cant create new threat and this one is closest to my request.

    Is it possible to create additional lenses which will provide less FOV (like 45-60) but will give less distortion and more pixels per angle. These lenses should be popular for old games which is not adapted to high FOV, and will bring better visual quality for them.

    Here and here

    PS : New "threat", the spam is strong in this one :P
    Up and Coming
    May 6, 2014
    I've installed my prescription lenses right behind the A cup lenses. Works great. I have moderate astigmatism, so no amount of adjustable focus will help people like me.

    I think the best solution for CV1 is to provide a simpler means for end users to supply their own prescription. What comes to mind is essentially an eyeglass frame that can be mechanically mounted into the set, or left out for those who don't wear glasses.
    Up and Coming
    May 7, 2014
    Again, when you decide to change the lens focus, You also change the FOV perceived by the user.

    Lets says that by changing lens, the FOV perceived in the user eye is reduced from 110 to 100 degree.
    Well, you also need to change the calculated FOV in the game, because putting a 110° FOV image in a 100° user's field of vision will cause some compression that will feel un natural, but moreover that will cause the headtracking a little weird.

    Thats why I don't understand than you can't "SET" the lens you use in the game (or in the oculus parameters)

    All the game need to know wich display you're using. Resolution + format (16/9, 4/3)
    For me the lens is a part of the screen device , in the oculus context.
    Changing lens, change the image format you have.
    So if the software doesn't have this information, i dont see how your game will be supposed to calculate the good image.
    You'll have compression of image lateraly, and its very disturbing on something so much related to headtracking.
    Up and Coming
    May 7, 2014
    "billyd" wrote:
    I've installed my prescription lenses right behind the A cup lenses. Works great. I have moderate astigmatism, so no amount of adjustable focus will help people like me.

    I think the best solution for CV1 is to provide a simpler means for end users to supply their own prescription. What comes to mind is essentially an eyeglass frame that can be mechanically mounted into the set, or left out for those who don't wear glasses.

    It wouldn't really hurt to have lots of different available lenses, just like contact lenses are produced in similar strengths.
    I don't really want to fiddle around with adjusting the focus if there is a good enough solution by just ordering the headset with a matching pair of lenses.
    Inspiring
    May 10, 2014
    "Tgaud" wrote:
    Again, when you decide to change the lens focus, You also change the FOV perceived by the user.

    Lets says that by changing lens, the FOV perceived in the user eye is reduced from 110 to 100 degree.
    Well, you also need to change the calculated FOV in the game, because putting a 110° FOV image in a 100° user's field of vision will cause some compression that will feel un natural, but moreover that will cause the headtracking a little weird.

    Thats why I don't understand than you can't "SET" the lens you use in the game (or in the oculus parameters)

    All the game need to know wich display you're using. Resolution + format (16/9, 4/3)
    For me the lens is a part of the screen device , in the oculus context.
    Changing lens, change the image format you have.
    So if the software doesn't have this information, i dont see how your game will be supposed to calculate the good image.
    You'll have compression of image lateraly, and its very disturbing on something so much related to headtracking.

    "ElectricMucus" wrote:

    It wouldn't really hurt to have lots of different available lenses, just like contact lenses are produced in similar strengths.
    I don't really want to fiddle around with adjusting the focus if there is a good enough solution by just ordering the headset with a matching pair of lenses.



    How about interchangeable lenses connected to a chip (or passive code could work), which, upon insertion, is read by the Rift's reader. Then the information is passed to the software, so games would receive a "changed!" status, and adjust appropriate settings accordingly on the fly.
    It's one of the many ways, but I like the idea of having lots of lenses to choose from, and this way, the problem mentioned by Tgaud could be dealt with, and at low cost. Maybe it could even be separable - the piece that holds the information, from actual lenses, if that turned out to be viable.

    Enthusiasts are often suffering from some eye defects (me included). I really hope that CK1 will give them absolutely everything, so no smaller FOV resulting from putting the prescription glasses before the Rift, and no reduced visual acuity. Also, many have left eye much weaker than the right one, or vice versa. I really hope they will all be 100% happy from whichever solution Oculus chooses.
    Not an Oculus hater, but not a fan anymore. Still lots of respect for the team-Carmack, Abrash. Oculus is driven by big corporation principles now. That brings painful effects already, more to come in the future. This is not the Oculus I once cheered for.
    Up and Coming
    May 10, 2014
    "cybereality" wrote:
    It's technically possible, but didn't make sense to include into DK2 (it adds complexity). It works by basically changing the distance between the lens and the screen (which is what the different eye-cups do, they all have the same lens in them). Because of this, it creates moving parts that complicate the design and didn't make it into DK2. I would like adjustable optics, and will bug the team to put this into the consumer version.


    The big problem with this is that the distance between the lens and the screen in the Rift differs radically depending on what part of the screen you're looking at. This also means that it's impossible to provide a fixed diopter correction for the entire FoV with the sort of spherical lenses the Rift uses.

    As an example, somebody with myopia could adjust the rift so that the centre of the screen is in focus (because it's closer to the lens) but the outer parts are blurred (because they're farther away), or they could adjust the rift so that the outer parts of the screen are in focus, but the centre is blurred (because it's too close).

    I would imagine that aspherical lenses could solve this, varying the power based on the angle to correct for the changing distance, but I'm no expert in optics.
    Up and Coming
    May 10, 2014
    "billyd" wrote:
    I've installed my prescription lenses right behind the A cup lenses. Works great. I have moderate astigmatism, so no amount of adjustable focus will help people like me.

    I think the best solution for CV1 is to provide a simpler means for end users to supply their own prescription. What comes to mind is essentially an eyeglass frame that can be mechanically mounted into the set, or left out for those who don't wear glasses.


    Yes, I agree, the only way to preserve FOV and have room to be comfortable is to insert custom lenses inside the cups. There are cheaper ways to get light plastic lenses with anti reflection coating, complex correction and compatible form factor without going to your optician.

    Oculus will probably take the easy way out and punish presbytarians with lower FOV so it must be solved by a third party, but advertizing is not allowed on the forum!
    "It's like Homeworld in first person." Disable Aero and vSync for a completely simulator sickness free experience with 2xHz FPS. Keep the config utility open for tracking to work.