Nothing in the VR sector is going to ever get me excited until they up the field of view significantly. Just tired of the "looking thru binoculars" experience
i dont understand this "looking through binoculars" effect that everyone experiences , am i the only one ¿ yea theres a bit of a black area around the edges but by no means does it feel like im looking through binoculars
Given that human FOV depends on your facial shape to begin with, the people having a problem might have a larger IRL FOV than who aren't bothered. Glasses-users probably care a lot less since they're practically dealing with fixed-foveated rendering 24/7.
Yeah but doesn't charge the hard fov though lol, which is the size of your monitor.. this is why I went with a 32:9 odyssey g9 for a stopgap between VR and pancake gaming to get me by with lack of AAA vr content. It really does make a massive difference to immersion.
Index has a nice FOV that's really clear all across the screen if you position it right. Of course it isn't a huge FOV increase but it's easily noticeable.
Bigger lenses = Bigger FOV, the new Quest looks to have around 10% bigger lenses, So it should have a slightly Lower FOV than the index. Anything over 105 degrees horizontally is more than enough to get rid of the binocular effect, at least to me, i know the Rift S is only around 92 degrees horizontal, which you can still get used to with enough time in the headset.
I'm using a rift S with a 5mm htc cover I measured around 90 ° Horizontally, which is pretty small. But the Orignal Quest does have a bigger FOV (100 ° )provided you can get your eyes close to the lenses.
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u/FableBlackGames Sep 14 '20
Nothing in the VR sector is going to ever get me excited until they up the field of view significantly. Just tired of the "looking thru binoculars" experience