Can you define this? Or is it a familiar term that I am not understanding
They are reporting that the perception of the 3d stereoscopic effect is missing in the reverb.
I donāt know how to explain better
Thatās good. Thanks!
Here you go, down from here:
Thanks frogā¦you are always the best
@BeachAV8R, what is your opinion about this assessment of the Reverb? (just the Reverb, I understand you do not have the Rift S).
Interesting to hear him claiming that with SS on the Rift S he can read the same text as on the Reverb. The pixels are just not there, right?
Milan
He was also complaining about stuttering - Iām not sure what his hardware or X-Plane settings were, so it is hard to tell. He has both headsets though, so he has the advantage of comparing them directly. That said, if he is on the wrong Windows version, he could be losing a lot of clarity. So there are a lot of unknowns.
In looking at the comments he is using an i5 8600k with a 1080ti 11gb, whereas I have a i9 9900k and a 2080ti, so my experience may be vastly different than his.
I would also think using SS is harder on the box than not using it at all no?
Beach, have you ever tried to bump up the frames by subsampling the HP reverb? Can it produce a decent enough image at less than 100% resolution?
Could be worth a play, as in youāre going to get a better framerate with using a lower resolution for most games. You could do it yourself on any existing VR headset e.g. set a Rift to 70% or 0.8.
I think the trouble is itās a bit like getting a 1080p monitor and then telling Windows to use a 720p resolution for it for an increase in fps. Itās nearly always better to reduce settings/effects in the game to get to the framerate you want rather than undersample a lot below the native resolution.
I had a quick play with this with a first gen WMR headset (Lenovo Explorer), I was surprised by how usable it was but for some reason the gunsight was badly pixellated when using PD < 1.0. I didnāt stick with it because I couldnāt get enough improvement in the fps to make it worthwhile.
I never did try using the SteamVR or WMR interfaces for subsampling, so it might be better if done there?
Iāll give it a whirl when I get homeā¦
Looks like Microsoft officially confirmed the WMR blurry on 1903 bug, and that a fix is on the way.
Plus an appearance on reddit as well:
That has to be enormously frustrating to hardware suppliers.
I thought that things have been on the blurry side lately, frustratingly so. At least itās being looked at.
I noticed that too and I donāt have a VR headset!! (I might want to cut back on my Vodka intake)
Good sim-centric look at the Reverb:
Now if they could only make more than 10, and have 5 of them not break, weād be in business. For the extra $200 for the VR sim fan it seems worth it, in the same way buying an expensive GPU is āworth itā.
As for the review, he gets the resolution wrong (heās running under native resolution) plus his hardware is underspec, but what ya gonna do, correct everyone on the Internetā¦
Just did some research on this topic and human eye PPD is apparently 60. So there is still a long way to goā¦
Btw O+ should be 13 I think: 1440/110.
Milan
Itās sort of worse than that, in terms of inaccuracy for comparison, just because some measurements between headsets are sometimes diagonal field of view, plus there is also a big difference between RGB and Pentile pixels in terms of clarity. Then there is stereoscopic overlap, in that the width of the panel canāt be used. Throw in the big difference also that lens and fit make to an actual field of view and brightness and colors also being important, and then it gets even more subjective.
For next steps, the panels seem to be getting there, but it seems the Varjoās approach of combining a really high PPD panel in the center and then using foveated rendering for another more normal panel around it might work. It actually how the eye sort of works, so we could get to 60 PPD in not too long.
This new panel is a 10,000 DPI per eye (5000 x 4000) for example: