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Source?Wow, the CV1's FOV is really substantially smaller than even the DK2.
Source?Wow, the CV1's FOV is really substantially smaller than even the DK2.
RoadtoVR_Ben said:Actual FoV on CV1 may very well may be larger than Actual FoV on DK2. The on-paper FoV is only as good as the way the lenses are arrange to take maximum advantage of the way your eyes actually see. Based on the shape of the CV1 lenses (not entirely circular), my suspicion is that they are better optimized to show as much of the available FoV as possible. I'll be asking Oculus more about this next time there's a chance.
And then there's this:
That's an actual picture taken, not "on-paper FoV". Whatever lens hocus-pocus is that the guy is talking about, it should be appearing in the picture, no?
Ben from RoadtoVR does know what he's talking about. They're been covering VR in good depth for years (their OR review is by far the most comprehensive)That's an actual picture taken, not "on-paper FoV". Whatever lens hocus-pocus is that the guy is talking about, it should be appearing in the picture, no?
rift and oculus both have 2 1080*1920 diamond pentile cellphone screens which were never designed for low persistence 90hz refresh rates (they leave ghosting artefacts in high contrast situations)
1/3rd of each display is literally covered in black tape; thus the vertical resolution is only 1200 instead of 1920
Sorry if I was not clear (I didn't understand it either) with OLED production, screens are 'cut' from a bigger 'substrate' this substrate was also used to cut the S4 screens out of, which is why the physical characteristics are exactly the same.
I wonder how that affects perceived fov
touch controller for "shooty" type stuff are probably going to need a LOT of auto-aim assis
If I do eventually get into this. I'm definitely waiting until 2nd or 3rd generation devices. By then will have a better idea if this whole thing will fizzle out, remain a tiny niche market, or actually succeed. Any bugs with the motion/touch controls will hopefully be worked out by then as well.
Regards,
SB
When you install Oculus Home a background service with full permissions is spun up and never spun down. This service is used to detect when the rift is turned on so it can automatically launch the rift, but it is also used to constantly communicate with facebook servers.
(...)
So considering Facebook used to allow messanger to passively listen to your conversations using your phone's mic so it could better target ads, this should be concerning.
If Oculus is forced to hamstring the functionality of their platform to appease concerns brought about due to past actions of their parent company, then we're kind of at an impasse.