MacMusic  |  PcMusic  |  440 Software  |  440 Forums  |  440TV  |  Zicos
headset
Search

Retina resolution headset puts the “reality” into “virtual reality”

Tuesday February 19, 2019. 03:00 PM , from Ars Technica
Enlarge / The Varjo VR-1 headset. It looks unassuming from the outside. (credit: Varjo)
Current virtual reality headsets are pretty good at the 'virtual' bit but tend to fall down on the 'reality' side of things. It's all too obvious that you're looking at a screen, albeit a screen held very close to your face, and a lot of screens just aren't meant to be looked at that close. The 'screen door' effect that breaks the display up into a grid of individual pixels is distracting, and resolutions are low enough that curved lines are noticeably jagged, and fine detail gets lost. Second-generation headsets like the Vive Pro certainly do better than their first-generation counterparts, but they haven't eliminated these shortcomings. Even with eyes as appalling as mine, the human optical systems are clearly higher quality than the VR headsets can satisfy.
But the Varjo VR-1, available to buy today, is the first headset I've used that convincingly provides an image that looks real. The VR-1 puts a 1920×1080 micro-OLED display with some 3,000 pixels per inch (or 60 pixels per degree) slap-bang in the middle of your field of view. It looks like nothing you've ever seen from a headset before: no pixel grid, no jagged lines (nor the anti-aliasing usually used to hide the jaggies), no screen-door effect. The images it displays look every bit as detailed as real life. Varjo calls it the Bionic Display and claims its resolution is about that of the eye, giving it a level of fidelity like nothing else on the market.
Surrounding this screen is a conventional 1440×1600 AMOLED display providing an 87 degree field of view. This showed an image that's much like any other headset. I found the experience of using the VR-1 a little like that of using Microsoft's HoloLens. In the HoloLens, the display has a relatively narrow field of view, so you have to look straight forward to see the images. When looking around, you have to turn your whole head and keep your eyes looking more or less straight ahead if you want to look at something. Otherwise, as soon as you look off to the side, the 3D images disappear.
Read 11 remaining paragraphs | Comments
https://arstechnica.com/?p=1458713
News copyright owned by their original publishers | Copyright © 2004 - 2024 Zicos / 440Network
Current Date
Nov, Fri 1 - 08:26 CET