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SDE and FOV

Gherron
Protege
I know I'm in danger of two critical breaches of forum etiquette, but here it goes:

I wanted to ask about the screen-door-effect and field-of-view
(Breach #1 - Askng about topics previously discussed)

and

I wanted to compare them with the Gear VR
(Breach #2 - Crossing forum topic lines)

I've heard that the SDE with CV1 is improved over DK2, but for many of us who haven't experienced that, we have no point of comparison. For most of us, our only VR exposure is Google Cardboard (shouldn't count in my opinion) and Gear VR.

For those fortunate enough to attend any recent demos, can anyone provide a comparison of the SDE and FOV for the CV1 vs. Gear VR?

Thanks.
7 REPLIES 7

Anonymous
Not applicable
I have not yet tried the CV1 yet, but I want to say one thing.
Many people confuse the screen door effect with the aliasing but they are two different things:

-The screen door effect is due to blacks gaps between pixels, and can be decreased also without changing the display resolution.



-The aliasing instead is due to the angular size of the pixels and, leaving the FOV fixed, the only way is to decrease it is by increasing the resolution of the display.



So, even if SDE is zeroed, aliasing may be big if the resolution of the display is low.
It is said that the SDE CV1 is much lower than DK2, and this is probably true. But about the aliasing there have been no major changes:

DK2 resolution = 960x1080
CV1 resolution = 1080x1200

The difference is 12.5%, so assuming that the two have the same FOV HMD, the pixel size perceived by your eyes was reduced by 12.5%.

Comparison with Gear VR:

The resolution of the VR gear is 1280x1440, I do not know the FOV but I know that the FOV is smaller than that of the CV1, then the aliasing of the Gear VR is the lowest of all

Anonymous
Not applicable
"Rigel80" wrote:


DK2 resolution = 960x1080
CV1 resolution = 1080x1200

The difference is 12.5%, so assuming that the two have the same FOV HMD, the pixel size perceived by your eyes was reduced by 12.5%.

Comparison with Gear VR:

The resolution of the VR gear is 1280x1440, I do not know the FOV but I know that the FOV is smaller than that of the CV1, then the aliasing of the Gear VR is the lowest of all


I personally came out to CV1 having 25% more pixels than DK2. Aliasing may be an issue, but some of it could potentially be helped with SSAA or MSAA. Obviously shader based AA methods would just horrible blurring

Anonymous
Not applicable
"Nobbs66" wrote:
"Rigel80" wrote:


DK2 resolution = 960x1080
CV1 resolution = 1080x1200

The difference is 12.5%, so assuming that the two have the same FOV HMD, the pixel size perceived by your eyes was reduced by 12.5%.

Comparison with Gear VR:

The resolution of the VR gear is 1280x1440, I do not know the FOV but I know that the FOV is smaller than that of the CV1, then the aliasing of the Gear VR is the lowest of all


I personally came out to CV1 having 25% more pixels than DK2. Aliasing may be an issue, but some of it could potentially be helped with SSAA or MSAA. Obviously shader based AA methods would just horrible blurring


Aliasing is proportional to the number of pixels on a line not the total number of pixels in the matrix
Leaving unchanged the proportions, if the number of pixels increases by 4 times the aliasing becomes half

Anonymous
Not applicable
Ahh, you were talking 12.5% in terms of the aliasing itself. I thought you were just referring to the total number of pixels. That makes sense then.

Gherron
Protege
So no thoughts on the SDE difference between Gear VR vs CV1?

Sophocles
Honored Guest
I'm also curious about this; GearVR has its limitations, but the resolution of the S6 screen is a decent bump above both Rift and Vive to a full qHD, and SDE is barely noticeable. I'm sure the optics on the Rift are better optimized, but no one's compared the two yet.

witboy83
Explorer
We need comparison images of course. We wont get any until after March 28th when first people receive their units or when NDA of those developers who already have it gets lifted.