I wonder how long it took to design and implement an eyepiece like this with the vision of VR
LucasArmand
One drawback of the Fresnel lens is the slightly noticeable circular ring patterns that appear on the lens due to construction of the lens. I remember reading about glare issues on the original Oculus Rift due to the Fresnel lens, and have personally noticed the ring on other VR headsets. I wonder if this issue is still present in modern VR headsets, and if not, how they changed the construction of the lens to minimize this artifact?
ShrihanSolo
Would this type of lens cause certain parts of the screen to be stretched out and others compressed? If so, I assume we can correct for it on-screen itself. Would this not cause sampling issues near the edges of the lens? Certain pixels would be so stretched out we can make out the individual pixels separately.
I wonder how long it took to design and implement an eyepiece like this with the vision of VR
One drawback of the Fresnel lens is the slightly noticeable circular ring patterns that appear on the lens due to construction of the lens. I remember reading about glare issues on the original Oculus Rift due to the Fresnel lens, and have personally noticed the ring on other VR headsets. I wonder if this issue is still present in modern VR headsets, and if not, how they changed the construction of the lens to minimize this artifact?
Would this type of lens cause certain parts of the screen to be stretched out and others compressed? If so, I assume we can correct for it on-screen itself. Would this not cause sampling issues near the edges of the lens? Certain pixels would be so stretched out we can make out the individual pixels separately.