How different is a VR 360 FOV from a windowed 360 FOV where you can look around with a mouse?
E-BAO
I guess the term "360-degree" means views in every direction, which is not applicable for a windowed FOV.
moridin22
I think the main differences are that in VR you look around by turning your head rather than moving the mouse, and with VR you have a head-mounted display rather than a traditional 2D panel.
Pinbat
Though you are able to look around to get 360 FoV, the actual FoV you'll experience at any static view at any time is about 110 degrees horizontal and a little bit more vertical for both the Rift and Vive, compared to the ~210 humans can have.
serser11
Our actual FOV is 114 degrees. Binocular vision covers 114 degrees horizontally of the visual field in humans; the remaining peripheral 40 degrees on each side have no binocular vision because only one eye can see those parts of the visual field
serser11
The visual field of the human eye spans approximately 120 degrees of arc. However, most of that arc is peripheral vision.
serser11
In computer games and modern game consoles the FOV normally increases with a wider aspect ratio of the rendering resolution.
serser11
One eye captures a roughly circular area. Because we have two overlapping fields of vision for depth perception, between our two eyes we capture a roughly elliptical shape
How different is a VR 360 FOV from a windowed 360 FOV where you can look around with a mouse?
I guess the term "360-degree" means views in every direction, which is not applicable for a windowed FOV.
I think the main differences are that in VR you look around by turning your head rather than moving the mouse, and with VR you have a head-mounted display rather than a traditional 2D panel.
Though you are able to look around to get 360 FoV, the actual FoV you'll experience at any static view at any time is about 110 degrees horizontal and a little bit more vertical for both the Rift and Vive, compared to the ~210 humans can have.
Our actual FOV is 114 degrees. Binocular vision covers 114 degrees horizontally of the visual field in humans; the remaining peripheral 40 degrees on each side have no binocular vision because only one eye can see those parts of the visual field
The visual field of the human eye spans approximately 120 degrees of arc. However, most of that arc is peripheral vision.
In computer games and modern game consoles the FOV normally increases with a wider aspect ratio of the rendering resolution.
One eye captures a roughly circular area. Because we have two overlapping fields of vision for depth perception, between our two eyes we capture a roughly elliptical shape