Sony has patented a method to fix “god rays” in VR headsets like PSVR2
arstechnica.com/gaming/2022/02/sony-has-paten...Posted Feb 8, 2022, 9:08 PM UTC
Posted Feb 8, 2022, 9:08 PM UTC
Don’t pancake lenses basically solve both?
Pancake lenses also block most of the light.
This makes it hard to have vivid colours and increases power requirments etc.
10k nits uOLED to the rescue soon…
I really wonder how hot those things get and how much is required to cool them..??
Wouldn't really be that much of an upgrade if they need a heatsink and fan that makes them as heavy and bulky as current headsets, with a fan that makes them louder too. Could just use Sony's option with normal size OLED screens and accomplish the same thing for less. MicroOLED's price has been one of the biggest holdups in their implementation.
Pancakes also have issues with wider FOV. If they can find a way to fix the problems with fresnels but keep the benefits it would be a great thing.
Pancakes also have issues with wider FOV.
they can do up to like ~150 degrees FOV per eye
Does this work well for glare?
Would be amazing if this works well for both. The god rays and glare are the main reasons I hate fresnel lens.
I was wondering the same. Maybe the effects are just 2 sides of the same coin and it fixes both (I'm just spit-balling).
This isn't really a fix, it's a band-aid, and it's going to feel like a step backwards for existing PSVR users.
you've tried the PSVR2? could you give any impressions?
No actually i haven't used PSVR 1 or 2, but i do know that PSVR 1 uses a normal plano-convex lens, which means far superior clarity over a fresnel. My guess is that introducing even minor god rays and a sweet spot is not going to be well received, even if the resolution is a lot higher.
This would be an upgrade for a quest 2 or other headsets that use fresnel lenses, but the "upgrade" aspect of switching from a normal lens to this is only going to be in reduced size and weight.
I'd wait to see if Sony was able to improve the fresnel lenses. The main problem is glare and God rays, not clarity. The Valve Index has fantastic edge to edge clarity within the entire sweet spot for example. But it has very bad glare.
I'll wait to see the PSVR2 before making any judgements
No matter what improvements they make to the fresnel, it's still a fresnel, which is intended for scattering light instead of focusing light. Putting it backwards in a headset is a cheat that makes it work, but there's just no way it will end up being better or even at least as good as a normal lens.
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Surely they at least tried it works in a ray tracer (path tracer)..
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I mean while researching the topic, computer analysis was probably used to see if could work; not just that someone had an idea, then threw it to the patent office's wall and see if it sticks.
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Yeah, I'm sure they filed a patent for this without testing it out first...
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Wouldn't be an issue if they used a lightfield display. Would be other issues, sure, but not this one.
Gosh i hope so, it's bloody horrible on my Quest 1 (and it even has a decent glass lens, not like plastic Quest 2)
You should try the Index. It is way worse than either Quest and three times the price.
And four times better. Fucking lovely gear. So comfy compared to the misery of a long Quest session.
Sure, it is better than just about every other way. Lower rez but still better picture quality. We were talking about god rays though and they are worse on the Index.
This is awesome, and so simple.
Fresnel lenses are basically chopping up the curve of a normal lens to remove the natural bulge that would otherwise happen. But the discontinuities cause side-effects -- light scattered, which becomes especially notable with bright spots in a dark scene. I think we all have learned to hate it.
Blocking the light at the discontinuities will also have a side-effect: concentric rings of blocked light. But the rings are probably too fine to notice, and the slight darkening must be much less perceptible than refracted light in a dark scene -- and it's not varying like the refraction of a moving source.
Simply brilliant. Or slightly less brilliant in just the right way. ;) Now I understand why PSVR2 is going Fresnel, even tough the first didn't... and while everyone else is moving to other options with different trade-offs.