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Up and Coming
June 12, 2013

Idea of improvment.

_As we need More horizontal field of view, than vertical one.
_As the screen have to be splitted in two for each eyes.

Why not having the screen disposed vertically ?

So we would have
1080p*960 per eyes instead of 960*1080

That would be 10% more horizontal pixel, with the same screen.

    54 replies

    Up and Coming
    June 13, 2013
    "geekmaster" wrote:

    Re: cocky, I cannot begin to compete with your reputation at other websites in that department. :o At least I provide valuable and useful information to go with my attitude, so perhaps it is justified. I trust my own judgement.



    I have to admit that after reading your posts (and KBKs post also) for months I can actually understand what your are saying now, and it even makes sense in my uneducated brain! ... So keep being cocky Geek 8-)
    Backer "Have faith." -Palmer Luckey
    TgaudAuthor
    Up and Coming
    June 13, 2013
    Well, at first I actually meant "disposed".

    But what i wanted to suggest, is that we should be able to use the pixels of the screen more efficiently than the current
    separation which favorize too much vertical vision instead of horizontal one.

    I must say, RoyMi6 , that you're example seems even better, the horizonal FOV would be even greater than in my first example, and no need to physically rotate the screen.

    Maybe a simple prism like already existing on videoprojector (a simple lens can project a square, at a decided place, whithout being even aligned with it). would be enough.

    I'm not saying I've the most perfect idea, I'm just giving a way of thinking, that maybe will bring something good.
    June 13, 2013
    "geekmaster" wrote:
    "Pokey" wrote:
    Is there an optical solution to render each image rotated 90 degress, so that you render at 1080 horizontally ingame, but it's displayed vertically, then twisted use lenses and magic to look correct?

    That could be what the OP meant

    Ah yeah, it could be done with coherent fiber optics. Or surgical modifications. Or perhaps psychotropics... :o

    Here is a model showing the surgical method required for wearing a Rift "improved" with vertical alignment as suggested by the OP:



    @Tgaud: We are not poking fun at you. We are just trying to figure out ways that your interesting idea could be implemented in the real world that has physics and maths and stuff.



    LOOOL shit i had to laugh so hard when i first read the main post, made a hard face palm, then scrolled down and saw that pic, priceless moment :lol:


    well perfect would be these amoled displays one for each eye and cutted perfectly, so that we have perfect FOV on both eyes and dont have unnecessary black edges. will come some time in the future i guess
    Up and Coming
    June 14, 2013
    When Oculus VR will be a big enough company they will probably have enough money to make their own screen especially for the Rift. For the moment tho, they still depend on existing screens conceived for other big companies, mainly screens made for smartphones or tablets. Do you know about such a device that would have a HD square screen ? I don't, and this is why this solution is impossible right now.
    Rift 3d models available here : viewtopic.php?t=1514
    Up and Coming
    June 14, 2013
    "Tgaud" wrote:
    ... But what i wanted to suggest, is that we should be able to use the pixels of the screen more efficiently than the current separation which favorize too much vertical vision instead of horizontal one.

    As I was recommending in my "fresnel lens stack" thread over at MTBS3D, we could use anamorphic lenses to provide more horizontal FoV than vertical, but stretching the image less vertically and more horizontally. This can be done with stacked offset lenses, but that requires complex lens distortion correction. Using such custom lenses would certainly be simpler and less expensive than using custom displays, mirrors, or coherent fiber optic bundles.

    Using mirrors increases the total distance from the eye to the display surface, which affects the optical path and therefore the lens selection (requiring much more magnification to achieve large FoV).
    This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
    Up and Coming
    June 14, 2013
    I was laying awake thinking about this thread. I see that Tgaud has shared an idea with us, and we are not taking it seriously. First of all, I think we should welcome ANY ideas no matter how far "outside the box" they may seem to be.

    Let's pay no attention to how such a vertical arrangement may appear from a practicality, style or fashion point of view. With a small enough display, it will not cover the forehead and mouth. Ignore all that and assume for the moment that for whatever reason, we are given a problem to solve that requires a vertical (portrait mode) display with an over/under stereoscopic image pair, and it is up to use to figure out what is required to make that work.

    First of all, we would need mirrors or fiber optics to guide the light from the displays to our eyes. Considering the expense of such coherent fiberoptic bundles, we may exclude them from consideration and stick to mirrors. For best image quality, we would want to use front-surface mirrors. And if we can design custom mirrors, we may not even need lenses, because curved mirrors can magnify AND focus for us. Similar curved mirrors have been used in (expensive ) military HMDs. We would need a pair of mirrors arranged similarly to those used in a periscope, for each eye. In fact, there was a thread over at MTBS3D for a similar mirror-based project:
    http://www.mtbs3d.com/phpBB/viewtopic.php?f=26&t=14332

    Nagahara.jpg
    So, although this idea may cause "face palms" and seem absurd at first glance, I wish to thank Tgaud for sharing it, and giving us a little more practice at "thinking outside the box". I hope that he shares many more ideas. Even a seed of an idea can grow into something beautiful, and I do not wish to discourage such sharing.

    Thank you...
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    Up and Coming
    June 14, 2013
    Semantics aside I don't see the issues people have brung up as being that much of a problem.



    However you work it - same style screen just split vertically, or even if you rotate it 90 degrees as shown in the image above - it's not going to get steamed up or cut off your breathing :)

    Something that hasn't been brought up is the fact the screen would be fairly unsupported when it's rotated "90 degrees". Looking up and down there has the potential for a lot of movement. Not a minor problem!

    geekmaster - As I'm not member of the mtbs3d forums I can't see the image at the moment but the thread sounds interesting.

    I'm new to this (no technical background in optics, just a software developer here) but one advantage I can see for this suggested setup (however you split it) is that the field of view when looking at either direction has the potential to be a lot greater for the eye that's looking towards your nose.

    (Talking about the right eye) At the moment the way the screens are split means that technically there's no screen past your nose bridge. In real life if you look left you can obviously see further than this with your right eye. It appears to me that the rift compensates for this with the combination of "distorted" images towards the center and the optics.

    It's obviously a compromise as I'd imagine it's seen as a fairly "low use" part of your whole vision. I assume as well that there's essentially a direct correlation to the amount of distortion applied to any given part of the image and the amount of final pixels that are apparently used when corrected with optics.

    I.e. The more distortion the less pixels are used to cover the area.

    This suggested setup would presumably allow for less distortion in this area (as well as the other extremes) meaning better image quality at the extremes and a and a wider FOV overall.

    Still, interesting yes - practical... ehhh maybe not :)
    Up and Coming
    June 14, 2013
    "RoyMi6" wrote:
    geekmaster - As I'm not member of the mtbs3d forums I can't see the image at the moment but the thread sounds interesting.

    I forgot about that. Sorry. Copy of image uploaded to previous post. You should be able to see there it now.
    "RoyMi6" wrote:
    Semantics aside I don't see the issues people have brung up as being that much of a problem.
    ...
    However you work it - same style screen just split vertically, or even if you rotate it 90 degrees as shown in the image above - it's not going to get steamed up or cut off your breathing :)

    I like my Rift screen and lenses a lot closer to my face (and I even used it for awhile with the foam removed, for absolute maximum FoV. Your diagram places it a lot farther from my eyes than I would want to use it. I modified it a bit to be more compatible with the current Rift DK, with the display and lens fully retracted (no eyeglasses), which also shows the (approximate) FoV required to be provided by the enclosure. Of course, my "steaming up the display" comment was a bit in jest, realizing that nose-relief would be provide to keep nasal airflow outside the encosure. Here is my modded version of your diagram:

    X3jmIdo2.jpg
    And whether practical or not, it is nice to see this idea being seriously considered in a friendly and civilized discussion (at least as an "outside the box thinking" exercise, if nothing else... ;)
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    June 14, 2013


    sorry but i had to do this :)
    Up and Coming
    June 14, 2013
    "Maddy25" wrote:
    ...
    sorry but i had to do this :)

    Blimey! Now that is gonna be wedged in my noggin until I have a chance to exorcise it in the form of a Halloween Jack-o'-lantern! Crikey dude, that's too long to wait!
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