I have found out recently that the HTC Vive and Meta Quest Pro both had adjustable eye relief. I'm more excited that Meta used it in a recent headset, since that makes it more likely that we will see that feature again in the future.
Ever since Meta went back on their promise of not requiring a facebutt account to use their HMDs, I don't even consider them to be a player in the VR space. I consider them just like apple, another walled garden that I have no interest in.
@@michaelcarson8375 I use my quest with a meta account, not facebook. They don't require a facebook account. Also they're opening up their OS to other manufacturers, so they're very much differentiating themselves from apple, which is pretty good and I honestly didn't expect it.
The vive pro also has adjustable eye relief I believe. I will still buy a beyond because the reasons I want a VR headset seems to differ from a lot of people. I want a headset with good color, good resolution. and extreme comfort, nothing else matters to me
You can get adjustable eye relief in quest 3 if you use a bobo S3 head strap. Also psvr and psvr2 have adjustable eye relief. Also what the lens does to the image is going to be affected by eye relief in some cases. In wide fov pimax headsets the edge distortions that people complained about can be made to go away for me if I get the distance from eyes to lens exactly right. For me it is quite quite close to my face. So a face shape or different cushion can completely change how good that headset is. So even if your conclusion or take away from this video is try it yourself. Which is maybe not practical and is certainly expensive! Even then you might still need to fettle or fiddle with different straps or comfort or interfaces and that might even change what you see in the image
Thank you for this video, most excellent in explaining things. So much agreed that everyone is different, I'm 65, so many people say the SDE with the Quest 3 is really visible while I cannot see any SDE in mine, maybe my eyes are better suited to it's canted displays but yet I can see very faint SDE in my Reverb G2v2 if I look at a light blue sky, and this HMD has a panel resolution of 2160 x 2160 per eye, SteamVR and OpenXR resolution is 3160 x 3098 per eye. Not all VR HMDs are created equal, but then again, even more so..... not all humans are created equal as well. LOL Comfort is a whole different ballgame, I can never find ANY HMD that has the standard front to back straps comfortable due to my NON VR friendly head shape, but yet a halo style strap (BoBoVR M2 for quest 2amd quest 3) is very comfortable for myself. Also agreed about the Index eye relief feature, I wish all HMDs had this, oh yes, the OG Vive had this, outer rings where the strap connected to the HMD, pull out on both sides, adjust and push back in if I remember correctly.
A superb video full of excellent, crucial points for any buyer. It's so refreshing to hear an expert talk about a subject they clearly know a lot about, and be able to get these important points across in a manner the average Joe would understand. And...in a manner clearly without a 'sponsor' pushing a script. Cheers. On the subject of foveated rendering, this was/is promised as the 'big breakthrough' for all HDM's (and computer monitors), where you would be able to 'point with your eyes' (instead of your nose) across the screen and have, with eye tracking, your focal point always in sharp focus, highest resolution at the focal point, decreasing in resolution as the graphics are drawn further away. This, thus, would mirror your eyes in real life, and crucially (the whole point) saving the GPU & CPU valuable resources as they lower resolution further and further away from that point of focus. That's the theory and the 'promise', however... All HDM's, as we know, have central sweet spot that's at the highest / HDM native resolution. In most HDM's these sweet spots are particularly small - this only emphases the sharp resolution drop-off you see as you focus your eyes further and further away from the centre. Irrespective of sweet spot size, this is hugely problematic for any true foveated renderer since it's significantly compromised because there's such a small area of the screen it can be seen working in (that sweet spot). For it to do itself justice, we need to get edge to edge full resolution/clarity for the user. For that, I'd imagine we'd need to wait for another few cycles of lens innovation. It's also a big part of the reason today's foveated rendering (particularly dynamic/full screen) hasn't really taken off. It's certainly unable to show it's full potential. It also needs tight integration into the game engine and main game loop for any real speed increase to be seen, since it's here that the main burden of frametime takes place, and that's all handled by the CPU. The GPU, in comparison (once a frame update is completed) renders a frame almost instantaneously. Just my 2 cents.
I refunded Big Screen beyond due to glare issues, small sweetspot and light leakage under my temples. I like space games where high contrast scenes are a constant. I thought glare issues were overhyped, but they were not unfortunately. Lets all hope LG or Samsung bring better affordable OLED options on the market soon.
More affordable is unlikely. To improve on glare and E2EC etc. will require larger more costly uOLED displays. I've seen people go in both directions both Love and Hate with just every type of headset out there. I hated the G2 and sold it after 1 month. Many people have been happily using one for years.
Coming from valve index..I love my bigscreen. Yes glare is there...fov is a bit smaller... but for clarity, color and comfort...I love it and am happy!!
@@steveramundo4946 Hey its good that you like it. I have a question.The clarity is comparable to a monitor? Like a full high definition 24inch 1080? I know its not the same but i know its has no screendoor effect and maybe there are somewhat comparable.
How bad the glare is varies from person to person with the Beyond. It's influenced by several factors including the accuracy of fitment. So it's not just a matter of different user's opinions about how much glare is acceptable, but rather the amount of glare each person is experiencing is objectively different.
Quest Pro has that feature where you can adjust the lenses in and out having the lenses much closer to your face. I just bought a Mixed Reality Face Interface for my Quest 3 which allows my Quest 3 to feel like a Quest Pro having the Pressure on my forehead leaving my face untouched and allowing air to flow so my face can breath. No more getting hot and lenses fogging up. Plus, I am able to get my eye much closer to the lenses so it increases the FOV. I bought this thing off of Amazon for less than $20 bucks. It is awesome! 😉👌
I also just learned that HTC had that feature in their Vive as well. Good to know. More exciting to know that the Quest Pro had this feature in a recent headset.
@markkovalcson7243 Yeah, they have a dial on top that pushes the lenses further in or out for people with prescription glasses. I just ordered some prescription lenses, and now I am able to gain more FOV because of this feature. It is awesome. Every headset should offer this. My next headset is going to be that Pimax Crystal Light. But, I don't think it will have this feature.
@@WOojerVest3andQuest3onMe It likely won't in a headset like that, since we've never seen that feature from them before. I would expect it to be introduced in a new model if they ever decided to add it as a new feature.
@markkovalcson7243 Yeah, I have the Pimax5KSuper, and I ❤️ it for the large FOV. The head strap that came with it wasn't that great. So I bought some 3D printed adapters and modified it with Vive Deluxe Audio headstrap...
@@markkovalcson7243is $570 a good price for a quest pro in brand new condition? Or do you think I should hold onto what I have now and wait for crystal light since I only play PCVR, would like to get a quest pro for PCVR and some light standalone usage for exclusive meta games like re4. I really like the open design of the quest pro, the controllers and the display because of it's quantum dot panel with local dimming.
I agree with you on all the bullet items you talk about. I set my VR headset to a certain resolution and what ever it gives me, it works for me. I don't pay any attention to knowing what FOV I have. With the Quest 3, it is whatever I can see. The clarity in the headset is very good for me - no problems. Yeah, most of the VR specs are just hype to sell to buyers who think they are getting an elaborate working VR headset. I wouldn't know what 8K looks like anyway even if it came up and hit me on the head. Been watching PIMAX videos on their new VR headsets coming out and how good they will be. To me, if I don't have the horsepower to get those high end specs, so what good is having that kind of VR headset. I don't have a RTX-4090 to push to the limits, so to me is enjoy with what I can gat with the computer power I have. I have a RTX-3080TI and enjoy what it can give me. Very good video on explaining things about VR. Learned allot. take care.
stereo overlap and or binocular overlap is usually a killer for these headsets for me, if the overlap is garbage, the vr experience will be. if i can get a headset close to or near 100% stereo overlap, thatd be great since its very important for depth in vr and perceiving distance comfortably. expensive headsets are especially terrible for overlap for some reason.
Be careful using binocular overlap % as a guide. For comparing headsets with the similar FOV, it can be useful, but you really want to multiply the FOV * percentage overlap to see the number of degrees of overlap. Your eyes see 120 degrees overlap out of 180-190 degrees horizontally or 63-66% overlap. So as we get wider FOV headsets, that percentage will drop. Considering we are currently mostly around 100-115 right now, we are still in the range where our eye would make use of 100% overlap. But as they approach the extent of our natural vision, we will only need to see how close they get to 120 degrees in the center.
@@markkovalcson7243 Sorry wasn’t trying to be a jerk lol. I’ve just been dealing with Varjo for years and learned talking to them that’s how they pronounce it 😊😉
I sold Pimax crystal after getting Bigscreen beyond. I mostly play elite dangerous and beyond is vastly superior in comfort and definitely an upgrade in visuals and before you ask, the glare is barely noticeable except in menu screens.
You can easily find glowing and damning reports on any headset. I've read pages of tirades about the Crystal being unreliable and not connecting reliably including some just days ago along with many other issues, while others say they've had no issues. I've read numerous reviews of the Beyond that were glowing and also those from people who don't like it at all. I spent a couple hours in game yesterday in my Beyond and loved it. Being able to whip my head around in game and have the headset stay perfectly in sync with my head movements is fantastic. The overall experience to me is better than any other I've ever had by a pretty wide margin.
From what I can tell about BSB reviews. It seems to me that people who move their head instead of using their eyeball rotation has a way superior experience because of the smaller sweet spot. That seems to be what the BSB is designed for.
I agree that lenses are the most important part of an HMD and best example how not doing it is the Vive Pro 2. Still looks great on paper with almost BSB-resolution, but the lenses are so bad, it must be your only VR-experience to like it. But resolution is still important and the BSB just doesn't have SDE because of it's Micro-OLED, not because resolution doesn't matter. Many praise the AVP also because of it's resolution, while the lenses of the Quest 3 are said to be even better. Is the AVP rendering the full resolution? Probably not always and I guess with such a high physical resolution, it's not necessary any more, especially in games. The 2880 x 2880 pixels of the Crystal is just equal 4k per eye and people still notice SDE because the displays are relatively huge and the lenses don't magnify much if at all, so no distortion profile blurries pixel-gaps. The 4k vs 1080p TV comparison is not valid, because if you are sitting in reach of a 4k-screen, it will be a lot sharper than 1080p and big TVs with 8k as well compare to 4k. And the 8k TV will have a lot less PPI than almost all phones these days because resolution matters.
In case it matters, when I mentioned PPD for TV's, I was talking about the pixel per degree that I could resolve sitting 10 feet away on my couch. I absolutely agree that any smartphone will outresolve a TV in pixels per inch on the display.
I've heard that simulating reality needs a PPD of 60, so the current headsets are still far off, even there are other limiting factors. The Crystal Super with LCD will aim for a higher FOV probably with similar image quality than the predecessor and the Micro-OLED version for a higher PPD instead, probably because some people prefer that. We will see if they accomplish it and even current hardware can't max them out, the 5090 next year might do the trick.
I'm saying that the specs people use to help pick their tools don't tell you enough to know how well you will like that tool. The tool matters. I was pretty happy with my CV1 for a while, but the SDE bothered me. I liked the Index pretty well for a while as well. However I got the Aero as a temporary headset. I was never completely happy with that tool. The tool did matter. Now that I have my Beyond I have the right tool "for me". The graphics do matter for many to enjoy the game play without being distracted. What I was saying was that simple numbers like display resolution are only the starting point and without a very good lens, much of what you could see is wasted.
Those Marketing guys are all liars.... Notice there's no metric for comfort.... Quest 3 has a 3 position "switch" on the inside of its interface... stock set furthest away. safe in case you wear glasses, but you can get things closer on Q3.
Comfortable for who? Most people say that the stock Q3 strap is complete garbage and that you need to upgrade to a more premium strap or aftermarket strap for it to be comfortable. However, I know of two people who said that stock strap was perfectly comfortable for them.
@@markkovalcson7243 My Brother has Q3 and with glasses he adjusted the interface close. Wasn't talking of the actual strap, which he agreed was ok, but not as good as BOBOVR mod. still Q3 has eye relief adjust in a crude fashion unlike the OG Vive and Index.
It is hard to understand all you talk about if you are not deep diving into VR headsets but you Want a Good High end VR headset on your High End Computer with a 4090. Then you keep the Big screen beyond in the front of everything with I like my BSB. Manufacturers sure do play with the specs like you say and of that I am sure. Good Points you give us on that. In all of this I am Thankful for What you say and how you explain it. I don't know how many people are like me with Cataract lenses replacements in both eyes I am sure this is another fact no one can even figure in. I want a Clear and best VR Image I can get. My HP G2 has been a Awesome VR headset but There is better. PC is the only way for me. I sit when playing DCS World This is my VR love. Thanks Again Good Video.
There are a lot of similarities about this to digital cameras. Higher resolution has always been an easy number to sell. But it's just an internal detail of the total system. What actually matters in cameras is resolving power, which is an objective end to end measure of ability to capture detail. That includes the sum total of effects of the lens, resolution, everything as a system. And this can be objectively measured with tools like MTF charts. It would really be helpful if we could get reviewers establishing objective measures like this for VR gear. Rather than just relating their personal subjective impressions. Without this kind of thing to keep them honest, marketing departments are free to exaggerate or just plain lie about their specifications. Whatever gets the sale. Perhaps the most egregious example is "diagonal FOV". This is a meaningless figure in VR which marketing departments have forwarded from flat monitors. It's a "measurement" based on the corners of the panels... which you can not see in any headset because they will always be well beyond the edges of the _circular lenses_. It would be like if auto manufacturers were allowed to include the empty space under the valve covers into the advertised displacement measurement of an engine.
We'll see... One nice thing about not being monetized, affiliated, subsidized in anyway is that I can say the things that most VR channels wouldn't touch.
I have found out recently that the HTC Vive and Meta Quest Pro both had adjustable eye relief. I'm more excited that Meta used it in a recent headset, since that makes it more likely that we will see that feature again in the future.
Ever since Meta went back on their promise of not requiring a facebutt account to use their HMDs, I don't even consider them to be a player in the VR space. I consider them just like apple, another walled garden that I have no interest in.
@@michaelcarson8375 I use my quest with a meta account, not facebook. They don't require a facebook account. Also they're opening up their OS to other manufacturers, so they're very much differentiating themselves from apple, which is pretty good and I honestly didn't expect it.
The vive pro also has adjustable eye relief I believe. I will still buy a beyond because the reasons I want a VR headset seems to differ from a lot of people. I want a headset with good color, good resolution. and extreme comfort, nothing else matters to me
You can get adjustable eye relief in quest 3 if you use a bobo S3 head strap. Also psvr and psvr2 have adjustable eye relief.
Also what the lens does to the image is going to be affected by eye relief in some cases. In wide fov pimax headsets the edge distortions that people complained about can be made to go away for me if I get the distance from eyes to lens exactly right. For me it is quite quite close to my face. So a face shape or different cushion can completely change how good that headset is.
So even if your conclusion or take away from this video is try it yourself. Which is maybe not practical and is certainly expensive! Even then you might still need to fettle or fiddle with different straps or comfort or interfaces and that might even change what you see in the image
Thank you for this video, most excellent in explaining things.
So much agreed that everyone is different, I'm 65, so many people say the SDE with the Quest 3 is really visible while I cannot see any SDE in mine, maybe my eyes are better suited to it's canted displays but yet I can see very faint SDE in my Reverb G2v2 if I look at a light blue sky, and this HMD has a panel resolution of 2160 x 2160 per eye, SteamVR and OpenXR resolution is 3160 x 3098 per eye. Not all VR HMDs are created equal, but then again, even more so..... not all humans are created equal as well. LOL
Comfort is a whole different ballgame, I can never find ANY HMD that has the standard front to back straps comfortable due to my NON VR friendly head shape, but yet a halo style strap (BoBoVR M2 for quest 2amd quest 3) is very comfortable for myself.
Also agreed about the Index eye relief feature, I wish all HMDs had this, oh yes, the OG Vive had this, outer rings where the strap connected to the HMD, pull out on both sides, adjust and push back in if I remember correctly.
A superb video full of excellent, crucial points for any buyer. It's so refreshing to hear an expert talk about a subject they clearly know a lot about, and be able to get these important points across in a manner the average Joe would understand. And...in a manner clearly without a 'sponsor' pushing a script. Cheers.
On the subject of foveated rendering, this was/is promised as the 'big breakthrough' for all HDM's (and computer monitors), where you would be able to 'point with your eyes' (instead of your nose) across the screen and have, with eye tracking, your focal point always in sharp focus, highest resolution at the focal point, decreasing in resolution as the graphics are drawn further away. This, thus, would mirror your eyes in real life, and crucially (the whole point) saving the GPU & CPU valuable resources as they lower resolution further and further away from that point of focus. That's the theory and the 'promise', however...
All HDM's, as we know, have central sweet spot that's at the highest / HDM native resolution. In most HDM's these sweet spots are particularly small - this only emphases the sharp resolution drop-off you see as you focus your eyes further and further away from the centre. Irrespective of sweet spot size, this is hugely problematic for any true foveated renderer since it's significantly compromised because there's such a small area of the screen it can be seen working in (that sweet spot). For it to do itself justice, we need to get edge to edge full resolution/clarity for the user. For that, I'd imagine we'd need to wait for another few cycles of lens innovation. It's also a big part of the reason today's foveated rendering (particularly dynamic/full screen) hasn't really taken off. It's certainly unable to show it's full potential. It also needs tight integration into the game engine and main game loop for any real speed increase to be seen, since it's here that the main burden of frametime takes place, and that's all handled by the CPU. The GPU, in comparison (once a frame update is completed) renders a frame almost instantaneously.
Just my 2 cents.
I refunded Big Screen beyond due to glare issues, small sweetspot and light leakage under my temples. I like space games where high contrast scenes are a constant. I thought glare issues were overhyped, but they were not unfortunately. Lets all hope LG or Samsung bring better affordable OLED options on the market soon.
More affordable is unlikely. To improve on glare and E2EC etc. will require larger more costly uOLED displays.
I've seen people go in both directions both Love and Hate with just every type of headset out there.
I hated the G2 and sold it after 1 month. Many people have been happily using one for years.
@@markkovalcson7243 I still own and like G2, but I had to modded it alot as it was really bad out of the box.
Coming from valve index..I love my bigscreen.
Yes glare is there...fov is a bit smaller... but for clarity, color and comfort...I love it and am happy!!
@@steveramundo4946
Hey its good that you like it.
I have a question.The clarity is comparable to a monitor?
Like a full high definition 24inch 1080?
I know its not the same but i know its has no screendoor effect and maybe there are somewhat comparable.
How bad the glare is varies from person to person with the Beyond. It's influenced by several factors including the accuracy of fitment. So it's not just a matter of different user's opinions about how much glare is acceptable, but rather the amount of glare each person is experiencing is objectively different.
Quest Pro has that feature where you can adjust the lenses in and out having the lenses much closer to your face. I just bought a Mixed Reality Face Interface for my Quest 3 which allows my Quest 3 to feel like a Quest Pro having the Pressure on my forehead leaving my face untouched and allowing air to flow so my face can breath. No more getting hot and lenses fogging up. Plus, I am able to get my eye much closer to the lenses so it increases the FOV. I bought this thing off of Amazon for less than $20 bucks. It is awesome! 😉👌
I also just learned that HTC had that feature in their Vive as well. Good to know.
More exciting to know that the Quest Pro had this feature in a recent headset.
@markkovalcson7243 Yeah, they have a dial on top that pushes the lenses further in or out for people with prescription glasses. I just ordered some prescription lenses, and now I am able to gain more FOV because of this feature. It is awesome. Every headset should offer this. My next headset is going to be that Pimax Crystal Light. But, I don't think it will have this feature.
@@WOojerVest3andQuest3onMe It likely won't in a headset like that, since we've never seen that feature from them before. I would expect it to be introduced in a new model if they ever decided to add it as a new feature.
@markkovalcson7243 Yeah, I have the Pimax5KSuper, and I ❤️ it for the large FOV. The head strap that came with it wasn't that great. So I bought some 3D printed adapters and modified it with Vive Deluxe Audio headstrap...
@@markkovalcson7243is $570 a good price for a quest pro in brand new condition? Or do you think I should hold onto what I have now and wait for crystal light since I only play PCVR, would like to get a quest pro for PCVR and some light standalone usage for exclusive meta games like re4.
I really like the open design of the quest pro, the controllers and the display because of it's quantum dot panel with local dimming.
I agree with you on all the bullet items you talk about. I set my VR headset to a certain resolution and what ever it gives me, it works for me. I don't pay any attention to knowing what FOV I have. With the Quest 3, it is whatever I can see. The clarity in the headset is very good for me - no problems.
Yeah, most of the VR specs are just hype to sell to buyers who think they are getting an elaborate working VR headset. I wouldn't know what 8K looks like anyway even if it came up and hit me on the head.
Been watching PIMAX videos on their new VR headsets coming out and how good they will be. To me, if I don't have the horsepower to get those high end specs, so what good is having that kind of VR headset. I don't have a RTX-4090 to push to the limits, so to me is enjoy with what I can gat with the computer power I have. I have a RTX-3080TI and enjoy what it can give me.
Very good video on explaining things about VR. Learned allot. take care.
Amazing video. Really interesting information that helps us to understand the nuance of hmd design and the compromises there in.
stereo overlap and or binocular overlap is usually a killer for these headsets for me, if the overlap is garbage, the vr experience will be. if i can get a headset close to or near 100% stereo overlap, thatd be great since its very important for depth in vr and perceiving distance comfortably. expensive headsets are especially terrible for overlap for some reason.
Be careful using binocular overlap % as a guide. For comparing headsets with the similar FOV, it can be useful, but you really want to multiply the FOV * percentage overlap to see the number of degrees of overlap.
Your eyes see 120 degrees overlap out of 180-190 degrees horizontally or 63-66% overlap. So as we get wider FOV headsets, that percentage will drop.
Considering we are currently mostly around 100-115 right now, we are still in the range where our eye would make use of 100% overlap. But as they approach the extent of our natural vision, we will only need to see how close they get to 120 degrees in the center.
The Varjo XR-4 has eye relief and I get 114 HFOV just as a data point...the Crystal gives me 102. oh and it's pronounced VAReeeeeO
Thank you! I still have my Aero and I did not know that was how Varjo was pronounced.
Data points are good :)
@@markkovalcson7243 Sorry wasn’t trying to be a jerk lol. I’ve just been dealing with Varjo for years and learned talking to them that’s how they pronounce it 😊😉
@@markkovalcson7243 Sorry was not trying to be a jerk, I’ve just worked with Varjo techs for years and that’s how they say it 😉👍🏼
Scandinavians pronounce j like y, I would say it’s like vaario. It means umbrella
Did you test the Somnium VR-1 to say that it has better color, better brightness and sharper image?
It has been tested by VRFlightSimGuy and I personally do say that with 100% confidence.
Thank you again for your videos! 👍
Was hoping for a presentation on VR Spectacles. =(
Another cracking video!!! Nailed it!!!
Thanks Brett!
What do you think is better experience visually Pimax Crystal Light w/ local dimming or the Bigscreen Beyond?
I sold Pimax crystal after getting Bigscreen beyond. I mostly play elite dangerous and beyond is vastly superior in comfort and definitely an upgrade in visuals and before you ask, the glare is barely noticeable except in menu screens.
@@g-maniac8670 That's not what others are saying. Opinions are very mixed on the BSB. It has a lot of flaws that I know I wouldn't be happy with.
You can easily find glowing and damning reports on any headset. I've read pages of tirades about the Crystal being unreliable and not connecting reliably including some just days ago along with many other issues, while others say they've had no issues. I've read numerous reviews of the Beyond that were glowing and also those from people who don't like it at all.
I spent a couple hours in game yesterday in my Beyond and loved it. Being able to whip my head around in game and have the headset stay perfectly in sync with my head movements is fantastic. The overall experience to me is better than any other I've ever had by a pretty wide margin.
From what I can tell about BSB reviews. It seems to me that people who move their head instead of using their eyeball rotation has a way superior experience because of the smaller sweet spot. That seems to be what the BSB is designed for.
I agree that lenses are the most important part of an HMD and best example how not doing it is the Vive Pro 2. Still looks great on paper with almost BSB-resolution, but the lenses are so bad, it must be your only VR-experience to like it. But resolution is still important and the BSB just doesn't have SDE because of it's Micro-OLED, not because resolution doesn't matter. Many praise the AVP also because of it's resolution, while the lenses of the Quest 3 are said to be even better. Is the AVP rendering the full resolution? Probably not always and I guess with such a high physical resolution, it's not necessary any more, especially in games. The 2880 x 2880 pixels of the Crystal is just equal 4k per eye and people still notice SDE because the displays are relatively huge and the lenses don't magnify much if at all, so no distortion profile blurries pixel-gaps. The 4k vs 1080p TV comparison is not valid, because if you are sitting in reach of a 4k-screen, it will be a lot sharper than 1080p and big TVs with 8k as well compare to 4k. And the 8k TV will have a lot less PPI than almost all phones these days because resolution matters.
In case it matters, when I mentioned PPD for TV's, I was talking about the pixel per degree that I could resolve sitting 10 feet away on my couch. I absolutely agree that any smartphone will outresolve a TV in pixels per inch on the display.
I've heard that simulating reality needs a PPD of 60, so the current headsets are still far off, even there are other limiting factors. The Crystal Super with LCD will aim for a higher FOV probably with similar image quality than the predecessor and the Micro-OLED version for a higher PPD instead, probably because some people prefer that. We will see if they accomplish it and even current hardware can't max them out, the 5090 next year might do the trick.
@@Leynad778 We can always hope!
You complained but, at the end o the day, ur saying its not the tools, its the experience. Not the graphics, its the gameplay... I could go on.
I'm saying that the specs people use to help pick their tools don't tell you enough to know how well you will like that tool. The tool matters.
I was pretty happy with my CV1 for a while, but the SDE bothered me. I liked the Index pretty well for a while as well. However I got the Aero as a temporary headset. I was never completely happy with that tool. The tool did matter. Now that I have my Beyond I have the right tool "for me".
The graphics do matter for many to enjoy the game play without being distracted. What I was saying was that simple numbers like display resolution are only the starting point and without a very good lens, much of what you could see is wasted.
AR/VR headsets are so advance unlike any other device that a simple specs and video cannot tell you the real experience and how it performce
Those Marketing guys are all liars.... Notice there's no metric for comfort.... Quest 3 has a 3 position "switch" on the inside of its interface... stock set furthest away. safe in case you wear glasses, but you can get things closer on Q3.
Comfortable for who?
Most people say that the stock Q3 strap is complete garbage and that you need to upgrade to a more premium strap or aftermarket strap for it to be comfortable.
However, I know of two people who said that stock strap was perfectly comfortable for them.
@@markkovalcson7243 My Brother has Q3 and with glasses he adjusted the interface close. Wasn't talking of the actual strap, which he agreed was ok, but not as good as BOBOVR mod. still Q3 has eye relief adjust in a crude fashion unlike the OG Vive and Index.
It is hard to understand all you talk about if you are not deep diving into VR headsets but you Want a Good High end VR headset on your High End Computer with a 4090. Then you keep the Big screen beyond in the front of everything with I like my BSB. Manufacturers sure do play with the specs like you say and of that I am sure. Good Points you give us on that. In all of this I am Thankful for What you say and how you explain it. I don't know how many people are like me with Cataract lenses replacements in both eyes I am sure this is another fact no one can even figure in. I want a Clear and best VR Image I can get. My HP G2 has been a Awesome VR headset but There is better. PC is the only way for me. I sit when playing DCS World This is my VR love. Thanks Again Good Video.
There are a lot of similarities about this to digital cameras. Higher resolution has always been an easy number to sell. But it's just an internal detail of the total system. What actually matters in cameras is resolving power, which is an objective end to end measure of ability to capture detail. That includes the sum total of effects of the lens, resolution, everything as a system. And this can be objectively measured with tools like MTF charts. It would really be helpful if we could get reviewers establishing objective measures like this for VR gear. Rather than just relating their personal subjective impressions.
Without this kind of thing to keep them honest, marketing departments are free to exaggerate or just plain lie about their specifications. Whatever gets the sale.
Perhaps the most egregious example is "diagonal FOV". This is a meaningless figure in VR which marketing departments have forwarded from flat monitors. It's a "measurement" based on the corners of the panels... which you can not see in any headset because they will always be well beyond the edges of the _circular lenses_. It would be like if auto manufacturers were allowed to include the empty space under the valve covers into the advertised displacement measurement of an engine.
BINGO!!!!!!!!!
Virtual Reality, AKA a game of tradeoffs.
nice info, thank you :)
Thx
Getting my popcorn
We'll see... One nice thing about not being monetized, affiliated, subsidized in anyway is that I can say the things that most VR channels wouldn't touch.