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CV1 Focus adjustment? Why is no one raging?

Anonymous
Not applicable
I don't know for certain what Oculus has decided on for dealing with those of us that wear glasses, but I've heard rumors and seen interviews that suggest they will just force us to wear our prescription, rather than allow for adjustment on the HMD.

This is an absolutely horrible decision, regardless of reason, if true. Someone should really clarify whether or not they have a proper focus adjustment. I was leaning back towards Oculus after seeing Touch, and Palmer's usual quirky charisma, but I would consider abandoning ship if I were forced to wear my glasses inside the CV1.

Gear VR, DK1, and DK2 all have focus adjustment of some sort, so why ruin the CV1 for those of us that have heavy prescriptions? There are quite a few of us, and none of us have a desire to lower our FOV, and most of us don't want to wear contacts I'm sure.
24 REPLIES 24

brantlew
Adventurer
One thing about focus adjustment that most people don't realize - moving the lenses in or out from their designed focal length decollimates the light field that they produce. Not only does this change the magnification of the image but it has consequences for distortion as you move your eye around the lens. In short - with near-collimated lenses the image distorts far less as your gaze position changes. I'm not saying this is the only reason for lack of focal adjustment - but it is important to understand that users who affect large changes in focus adjustment experience more dynamic distortion.

HiThere_
Superstar
I think there's nothing to complain about : The solution allows the use of glasses while being lightweight, even if it comes at the necessary cost of a reduced FoV in that case.

A problem would have been something like if it didn't allow to comfortably use glasses for long, reduced the FoV for everyone including non glass users, if using glasses risked scratching the lenses like it did for DK2... But the solution is like the 100% best (cost/weight) compromise for almost every type of viewer, from the one who wants to keep his glasses on to the one who has no sight problems.

PS : I wear glasses. If anything I'm more curious about why StarVR is boasting a largely improved FoV that Oculus VR couldn't match.

Anonymous
Not applicable
"jngdwe" wrote:
I don't know for certain what Oculus has decided on for dealing with those of us that wear glasses, but I've heard rumors and seen interviews that suggest they will just force us to wear our prescription, rather than allow for adjustment on the HMD.

This is an absolutely horrible decision, regardless of reason, if true.


If you don't want to wear glasses... wear contacts... they are dirt cheap these days. I switched a couple of months back and my experience with DK2 was instantly increased for the better.

KrixusParabellu
Explorer
The real question is: is there anything you guys aren't raging about these days?

Anonymous
Not applicable
"Cyril" wrote:

PS : I wear glasses. If anything I'm more curious about why StarVR is boasting a largely improved FoV that Oculus VR couldn't match.


The answer is that they are not matching specs for spec. : http://www.roadtovr.com/starvr-detailed ... potential/
StarVR’s dual 5.5 inch, quad-HD (1440p) LCD panels run at 60Hz and (as the team will admit) are not ideal. LCD panels are prone to smearing which was in evidence here; without the OLED-enabled low persistence of vision, visuals in motion lacked the silky smooth action we’ve come to expect from VR headsets. Contrast and vibrancy was also lacking, again another artefact of LCD panels. The team tell us this is another aspect they are well aware of and will address, likely with OLED panels in a future iteration.


Aka - they traded everything to increase the FOV from 100 to > 200. Everyone knew we could do that, but it degrades everything in doing so - visual quality, motion to photon, and etc. It's just not good enough.