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Displays

The Science Behind the InfinitEye's Panoramic Virtual Reality Headset 42

muterobert writes "The Oculus Rift has competition, and it's incredible. The InfinitEye has a 210 degree field of view (compared with the Oculus Rift's 90) and surrounds your peripheral vision in the game completely. Paul James from RoadToVR goes in-depth with the team behind the new device and finds out how high-FOV Virtual Reality really works. Quoting: 'At the present time, we are using 4 renders, 2 per eye. Left eye renders are centered on left eye, the first render is rotated 90 left and the second looks straight ahead, building two sides of a cube. Right eye renders are centered on its position, the first is rotated 90 degree right and the second looks straight ahead, two sides of another cube. We then process those renders in a final pass, building the distorted image.'"
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The Science Behind the InfinitEye's Panoramic Virtual Reality Headset

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  • Latency? (Score:3, Insightful)

    by Scowler ( 667000 ) on Tuesday November 26, 2013 @08:41PM (#45533503)
    I RTFA, but didn't see a latency (from sensor to screen redraw) spec. Isn't that supposed to be a pretty important criteria for these devices?
  • Bad article (Score:1, Insightful)

    by Insomnium ( 1415023 ) on Tuesday November 26, 2013 @09:12PM (#45533707)
    So many things wrong. TFA is comparing horizontal and vertical FOVs. Both sets have about 90 degree vertical FOV. Oculus rift has about 110 FOV and human is maxed out aroud 180. Also peripheral vision is not very sharp. Oculus is really not having too much problems with the FOV anyway. The main visual candy problem seems to be the DPI among few other things. This item does not even improve on the real issues of oculus, like motion sickness, positional tracking and others. TFA seems to be an advertisement, nothing more.

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