There are several ways it could be done better, but at the end of the day, all that matters is viewable pixels for a given FOV/eye relief.
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I think it also needs to include a peripheral vision metric, and a responsiveness factor.
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Fudging HMD specs has been going on since the beginning. This latest trend started back in 2012:https://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game …
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Love what you did with our MRG2. Just wish we would have thought of it first.
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It is pretty cool to see all the new FPV headsets that use the MRG2 architecture!
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Thanks to you!
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Why are there pixels that we'll never see?
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Most VR headsets use only a portion of the internal display. Round viewports on rectangular screens throw away nearly half you resoluton.
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I agree, however, the current resolution for the Vive (Can't say for the oculus) is simply not enough. It'll all get better with time.
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Vive+rift have the same resolution Rift has lower fov and better sharpness, and vice versa for the vive. neither is enough, we need next gen
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I did calculate how many pixels I could see in the DK1 back in the day, and it was pretty abysmal compared to the whole panel, still awesome
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But yeah, like people say, pixels per degree and possible visible field of view would provide easy to use metrics, I believe. After 2 min

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Pixels per degree in visible FOV?
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When do you think can we get our hands on a VR headset that has perceivable and significantly increased resolution ? Guesstimate pls ?
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Isn't pixels per degree the most important? Especially in center of FOV vs edges. How does mobile phone VR compare to dedicated HW?
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Do you think that we should be using eye doctor terminology (like 20/20 or 20/80 vision) to describe the clarity provided by VR headsets?
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