AnonD-423984, 03 Nov 2016The best things they can do are:
-make full rgb subpixel arrangement like the PSVR has (less ... morePSVR makes the subpixels bigger, that is how it makes the screen door effect lesser.
Still big subpixels cannot be the answer because they create a bigger problem by being very visible and creating an artificial look (like going too close in those old CRT TVs).
My understanding is that the screen door effect should be minimized all the while subpixels are to be getting smaller (I.E. more numerous) as well, solving the one without the other creates an equally bad result. IMO PSVR actually looks less good than Vive and Vive already haD immersion breaking visuals.
It's funny BTW how we have 4k panels (smaller subpixels) on phones in RGB (less screen door) for more than a year now, yet we don't have that tech on VR where it is absolutely needed...
Sounds interesting. The Vive is one of the most interesting VR headsets. Let's wait and see what they've been working on.
mir, 03 Nov 2016That's why there's always a successor. To improve upon the present model's cons. A smaller cha... moreThe PSVR is heavier than the Vive and doesn't feel as front heavy so I don't think its a weight problem but actually a weight distribution issue.
so i checked out the teardowns of rift and vive after seeing the comments...a large amount pf space is taken up by 2 things..the component sensors and the processor are on 2 different levels and there is a huge amount of space between the lens system and the screen..maybe they could go for a curved screen or a mutiple thin lens system or think of something like google did with prisms on the google glass..
The best things they can do are:
-make full rgb subpixel arrangement like the PSVR has (less screen door effect);
-make the product more compact and not look like a mushroom;
-better weight distribution;
-thinner cable going outside the headset, maybe only a usb-C and an adaptor at the end for regular ports
Anonymous, 03 Nov 2016Current problems of VR hardware. Too big: uncomfortable for long periods Too heavy: tips f... moreThat's why there's always a successor. To improve upon the present model's cons. A smaller chassis and some carbon fiber would definitely bring the weight down. And the price up as well.
Anonymous, 03 Nov 2016Current problems of VR hardware. Too big: uncomfortable for long periods Too heavy: tips f... moreHave you even played Elite: Dangerous with it? I spent hours upon hours with no problems and it was amazing!
Current problems of VR hardware.
Too big: uncomfortable for long periods
Too heavy: tips forwards
Low resolution: pixels are clearly visible
ScreenDoor effect: the space between pixels is viable
Rraltively high latency still: VR sickNess which make some people unable to use VR.
Help any of those to get better and VR may finally become viable for the well off.
It still won't be a successful enterprise (too pricey for most people), but it would actually be a good product. Let's see if Vive 2 would solve any or all of those.
BTW used Vive 1, great as a concept product and for party tricks. Far from a finished product though. Impressive experience all the same. It won't work for most though, nor would it usher a VR era in its current form...