Hi Gary. Fantastic videos explaining the main terms and technologies used in VR. I found them to be extremely informative without being overly technical and delivered in a clear and concise manner in well-polished videos. I think they will be a great resource to refer people to when considering getting into VR or buying a new HMD as I imagine the terms used and differences in technologies can be a bit overwhelming to the uninitiated! These should be the go-to videos others link to for VR explanations. Really well done and keep up the great work. 👍
Thank you! I really appreciate that comment, and would love for people to refer to some of my videos as a guide for some parts of VR technology when they look into buying a headset.
Thank you Gary for making these videos. I hope VR Round Table will come back, at least once a year :) I listened to your videos while vacuuming so I might have missed it - did you mention PPD?
No, I didn’t mention PPD although I quickly mentioned pixel density (I think). I’d be up for VR Roundtable once a year if the others are! 😀 Thanks for watching!
@@ImmersedRobot So PPD is s a good topic for a follow up video as it is even more important metric than resolution, because it takes FOV and lenses into account, so it makes more sene to compare HDMs on PPD rather than resolution :)
Excellent video. The other exiting thing that are starting to show up is diopters for those of us who wear glasses, you can dial in your eye prescription for each lens, this is great for two reasons, 1) gets your eyes closer to the actual VR lenses. 2) less expense, in Canada it costs me pretty much $200 for prescription inserts for any given HMD. The other thing that sounds promising is Varifocal lenses, where a eye prescription would be entered in the software and the lenses would adapt to that prescription. Now if nVidia and AMD could make a GPU that could handle the Reverb G2 or even Varjo Aero at native res without breaking the bank, it would be amazing, my guess is even the next gen GPUs will NOT be able to handle the Varjo Aero at native res (100% SteamVR SS). Each time I see the resolution bumps of new upcoming headsets, first thing I always say is.... "But the computer hardware to run that doesn't even exist yet" LOL I do have a Reverb G2 (for sim racing) and even with a 6900xt GPU, I have to down sample the headset normally to 80% depending on which sim I am using to run at 90 fps, even the 3080ti struggles and for flight sim guys, the mighty 3090 isn't enough.
Another great video. I wish I knew less before watching because this would have helped immensely. But I already have a handle on all this technical stuff [})
Recently got my very first VR headset and it's a PSVR 2, hopped in with huge expectations but was hugely disappointed by the lack of clarity in anywhere but the dead center, it's so blurry it's not even funny, I though the eye tracking wasn't working at all but the calibration had no issues so I ruled out that possibility. I thought I had a defective unit for a while because it's painful to use it without moving your eyes away from the dead center cuz you can't make out what you're looking at in the corner anyways so I'd always have to keep pointing my headset at objects just to comprehend what the said object is.
Unfortunately, it seems that some people have issues with the sweet spot/eye box on the PSVR2. You're not the first person I've seen mention this by a long shot, and it's an unfortunate by-product of the particular lenses in the PSVR2. Most advice around resolving this will be altering the position of the headset, tilting it forwards or backwards, and moving the lenses as close to your eyes as possible. These tips might help for some, but I believe there are a group of the audience who can never fully resolve it I'm afraid.
Awesome video, I learned a lot from this piece! On the topic of resolution, I was wondering what the threshold of retina resolution for VR headsets is. Read somewhere that it is 8K per eye but wanted a second source as well
Thanks! For some reason, the figure of 16k per eye is what comes to mind for actual in perceivable pixel definition, but I honestly can’t say where I read that unfortunately. It also really depends more on pixels per degree rather than raw resolution specs in this case. 8k or even 16k spread over an ultra wide FOV might still fall below the threshold. So I believe 60ppd is often cited as ‘retina’ resolution.
Low persistence displays show a black screen for a majority of their time in order to reduce visual artifacts in VR such as motion blur. It’s different to flickering displays due mainly to the higher refresh rates of VR displays.
It's on the following video, under the 'Distortion' section. It's only a very brief mention however: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-M4h-FVMPWus.htmlsi=OsHjP63U56s3Ny4s Further to this, you can get a much more in depth explanation from this talk at VR LA in 2016: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-iJ0TV2jgNoc.htmlsi=U0WjJX2KjgYVi2kC
I’ve been interested in VR and associated technologies for many years. Some of what I talk about here is accumulated knowledge, other parts have been specifically researched for the video. A lot of it is actually quite basic information in all honesty.
@@ImmersedRobot ===i purchased irusu monster i think bcoz ipd is 40mm so i am seeing double line at corner....what ur study says...and suggest good vr player now using dime vr player