Can you read?
Its just surprising no one mentioned the 110 fov before.
Can you read?
I love their take on 'foveated rendering'. Don't even attempt to explain what it brings!
We knew that for ages. PSVR without Parole accurately talked about PSVR2 hardware in spring of 2021 [their source was at Sony developer meeting], including 110FOV.Its just surprising no one mentioned the 110 fov before.
My favorite is their hdr showcase. The video is in sdr....I love their take on 'foveated rendering'. Don't even attempt to explain what it brings!
hopefully you wont have to repurchaseI think they were the ones who leaked the non compatibility before.
We knew that for ages. PSVR without Parole accurately talked about PSVR2 hardware in spring of 2021 [their source was at Sony developer meeting], including 110FOV.
I really would have liked to see the thing hit 120 FOV. That would really put it above the current popular PC HMDs that I am thoroughly accustomed to.
It's similar to the Odyssey+. I've seen a 115 diagonal measurement for both. It's noticeably wider than the Reverbs in my experience.130 degree fov wouldve been up to current higher end pc solutions. The 2019 Index has 130fov, it does add to the immersion (in HL Alyx).
psvr1 is 100, quest2 90, index 108It's similar to the Odyssey+. I've seen a 115 diagonal measurement for both. It's noticeably wider than the Reverbs in my experience.
It's just unfortunate that PSVR2 sounds like it will be a familiar experience on the FOV front. I don't remember what PSVR1 was like anymore but 110 can't be that much wider.
psvr1 is 100, quest2 90, index 108
I didn't know the Q2 is so narrow. The Reverbs are quite scuba like already. And the Odyssey+ is underappreciated.
It's just unfortunate that PSVR2 sounds like it will be a familiar experience on the FOV front. I don't remember what PSVR1 was like anymore but 110 can't be that much wider.
We won't know until it's the fov is measured. A lot of factors contribute to the actual fov experienced.Its surprising because the rest of the specs are formiddable for a 400/500usd vr kit in 2022. (Tied to a 10TF main machine)
A wide fov adds to the immersion, a crucial aspect to the total experience.
So there are dozens of considerations that impact FOV, and all must be designed together in order to maximize the actual, delivered FOV across the entire user base.
We won't know until it's the fov is measured. A lot of factors contribute to the actual fov experienced.
A quick search showed a measured fov of 108 horizontal and 106 vertical for the Valve Index.
Not necessarily.If 130fov results in 106/108, then 110 will be quite below todays highend standards.
Depending on who you listen to, the HTC Vive has a typical fov or a bad fov. So 20° more than what?Field of View (FOV)
Optimized eye relief adjustment allows a typical user experience 20º more than the HTC Vive
above competitors on market (with exception of pimax that costed 1300$ on premiere and doesnt support eye tracking and haptick feedback).