03-20-2014 09:03 AM
07-28-2014 12:33 PM
07-28-2014 12:35 PM
"brantlew" wrote:
I believe the specs for DK1 were listed at around 110 and the DK2 at 100. That's about right. If you view at comfortable eye relief (approx 10mm) then you probably will not see a difference between the headsets. If you like to have your eyelashes brushing the lenses then you will notice the screen edges on the DK2 more than the DK1 (appearing as black bars on the sides). The DK1 was overspec'd in this regard and you pretty much couldn't see the edge even with your eyeballs touching the lens.
The seldom discussed fact about FOV is this. INCREASING FOV COMES AT HUGE COSTS TO RENDER SPEED. Why - because the pre-warp render texture size increases exponentially as FOV increases and also additional geometry must be processed. In fact, render speed is much more affected by FOV than by final resolution of the output device. Go into your Config Util while rendering the Demo Scene on DK1. Now play with the eye-relief slider while the demo is running (this is easier now with Direct Mode). You can see the rendering radius increase or decrease along with the slider. That's a function both of the lens distortion and the oversized screen of the DK1. The same thing on the DK2 will produce less variability. Render target size for DK2 is more-or-less constant, but is highly variable on DK1. So here's the interesting thing - the maximum render target size on DK1 is GREATER than on DK2 which leads to a rather counter-intuitive fact. At the same frame-rate it is actually MORE expensive to render out to DK1 than DK2. The higher render requirements for DK2 are almost entirely a result of the higher frame rate rather than the higher resolution.
Engineering for VR is a constant set of trade-offs. It's easy to say that it would be better if FOV was 120 or 140 degrees. Of course it would feel better if you can achieve it. But those values would pretty much melt all your computers because we are talking about render target resolutions of probably 6k x 4k or larger!
Edit: A clarification here since Reddit seems to be jumping to conclusions... Render target sizes are not fixed. The SDK provides "suggested" render target sizes to achieve lossless pixel sampling in the center, but developers are free to choose whatever render target size they want. Render targets can be reduced to trade performance for image fidelity. But in general - increasing FOV increases rendering costs and is yet another tradeoff associated with high FOV along with aesthetics, mechanical design, optical design and distortion, optical density, and part availability. The DK2 is what it is mainly because of physical constraints and visual tradeoffs. A positive consequence of that is that rendering costs are also kept in check.
07-28-2014 12:40 PM
07-28-2014 12:50 PM
07-28-2014 12:52 PM
07-28-2014 12:57 PM
"oxmyx" wrote:
The entitlement in this thread is astonishing.
Guys, do you honestly believe Oculus chose to lower the field of view, when they just as easily could have provided a larger field of view? No? Well, then maybe, it isn't so simple after all.
VR is, at this point in time, all about making compromises. And you've got to make an awful lot of compromises for a $300 product, which will only be manufactured in small quantities (compared to, say, smartphones; and even compared to smartphones, the DK2 is extremely cheap).
DK2 was all about positional tracking and low persistence, and they've delivered on these things. But why oh why didn't they also increase the field of view? Well, maybe it was simply not as high a priority compared to the other things. It certainly doesn't prevent developers from creating games and content for VR and becoming acquainted with VR.
07-28-2014 01:11 PM
"jngdwe" wrote:
Out of curiosity, who here could see the edges of the screen some times in the DK1? I certainly could, at times. I use the C cup lenses with the rift as close to my eyes as it will allow. It is STILL like wearing some goggles, so I doubt this is a huge issue in the DK2.
07-28-2014 01:12 PM
07-28-2014 01:14 PM
"davidjc" wrote:
I have been nothing but a huge promoter of Oculus, but I am sorry I don't believe they should be the industry leader or setting the standard when they are treading backwards on such an integral and important feature. I don't buy it was done to save our GPU's from rendering. It does not fly with me.
The fact is FOV was something that was considered deficient in DK1. I am not sure where Oculus's priorities are, but they have missed it big time with the DK2. FOV should have under no circumstances gotten worse. And frankly if the CV1 is not improved a great deal I won't be buying it. Hopefully there are other companies out there to get some good hardware out there as well.
Thew problem is, that Oculus is setting the industry standard with game makers in particular. It's already hard to get them to implement any kind of VR at all, and now the only VR we will have in a lot of titles is VR with crippled FOV. This makes us fully dependent on Oculus, and makes it very hard for competitors to get in the market, they will be confined to specs and SDK that Oculus has been promoting.
It would have been better if another company had played this role, one more comitted to keeping core immersion factors as a priority. I am sorry I do not see why we had to lose 10 degrees of FOV.
07-28-2014 01:17 PM
"menione" wrote:
I find it very unhealthy for the community to call people simply giving their opinion as “Entitlement”. Most people that have commented on the low FOV seem to be only giving feedback as to what they believe will be a better product.
Is it possible that Oculus compromised on the FOV to keep costs down? Sure. But I thought one of the reasons why a Development Kit exists is so that they can get feedback. People are simply trying to express that FOV are one of the compromises they would prefer not to make.
And while Oculus is still developing CV1, this is probably the best time for opinions such as these to be heard.