Doc-Ok’s very in depth paper as one of the fore most experts in VR.
Thanks for link, I already checked it yesterday.
I guess this discussion gets pointless as all already was said.
Just to give some points I have about that measurement method.
For optimal MAX (optimal is quite subjective) Fov - optimal lenses distance to pupil you say there is minimum distance passing which you will get something wrong (distortion? cut rendered FOV? eye strain?). And according to this sphere representation at radius 1 which was shot by one camera (indeed it can be helpful to get related comparison between headsets using the same method & tools) but there are lot of variables & a places to do a mistake like the point he points hist camera at the lens (sweet spot can be different for different lenses), stereo overlap calculation, how he mapped camera output to the human fov project picture & the rest things.
So e.g. let me provide an example what doesn’t work for me:
according to this picture common stereo overlap is about 120 degrees, a bit bigger,
Ok I closed left eye, found with my right eye the left border, put there an object IRL, did the same with my other eye & got about representation how big the 120 degress picture is in human FOV.
Then I take oculus quest, remove the foam, put it on my eyeballs, increase ipd to 71, still see crystal clear, I now even slightly see the sreens borders, but if HMD centered properly they almost not seen. Then I compare Quest’s FOV ie the picture in degrees according to my human FOV not the rendered FOV in the hmd & I see that it’s about 130 degrees in my human FOV. It looks wide. It’s a bit less then Normal Fov in Pimax with foam, but bigger than small fov on my 5k+. Lets check the Quest FOV according some other posts:
It says 90 degrees, on Doc Ok site CV1 (which is about the same in terms of FOV as Quest):
it’s also about 90 degrees while I have the picture in human FOV about 130 degrees, yes yes yes I see THE RENDERED FOV IN E.G. 90 degrees, but it doesn’t look wrong, it feels ok, I even guess I feel more 3D depth on quest in this setup but it’s completely uncomfortable as i have nose/browns pressure & light leakage.
And again I never stated that by pushing your face into HMD lenses you magically will see more rendered FOV than application projected to the panels, NO it won’t happen, but what happens is that I see it much wider than that guy says. And I don’t care about technical data, software, ROV tools & the rest stuff you used. For me it sounds like somewhere you did a mistake & din’t consider some variables affecting the real experience.
So my point is that your data doesn’t correspond to my IRL experience with FOV.
And it’s why I proposed initially to measure your human vision FOV with some tools IRL not in VR & compare what you see to those reference (IRL references) not ROV environment.
Probably it’s the reason why CV1 & rest comparable headsets were more or less ok for me in terms of FOV & only people with another eye relief & face shape feel that they looking through a periscope.
Pimax 5k+ large fov is significantly larger but I still don’t have that complete immersion there it looks good, it’s not bad at all, but I just don’t have that wow effect. For sure I prefer to have this FOV option rather than don’t have it but atm due to other 5k+ issues personally I use vive PRO & it’s FOV is suitable for me considering all the goodnesses the screen brings.


