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  • Raymond

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    válasz fulton #6578 üzenetére

    "The FOV (Field of View) was also impressive, feeling close to the aforementioned StarVR’s. Of course, the ultra-wide FOV was beneficial to peripheral awareness, but in terms of actual added immersion, I’m not sure if there was much of a real benefit. However, there were a few issues which perhaps hindered this. Issues include low brightness from the displays, weird inconsistent warping or geometric distortion when getting farther away from the center of the lenses, an inaccurate distortion profile in general, a low binocular overlap (the volume of FOV that overlaps between both eyes), and a very little bit of ghosting and/or smearing in motion. All of these issues unfortunately formed a barrier against proper immersion in the game. The low binocular overlap seemed to be the biggest immersion killer alongside the warping/distortion, whilst the low brightness and smearing were slight"

    "All that aside, how exactly do Pimax expect people to drive two sets of 4k displays at higher enough refresh rates needed for good, low latency VR? Enter ‘Brain-warp’. Brain-warp is a technique where you render and display an image to one eye only, and then render and display for the other eye, in a sequence such that one eye is seeing an image and the other isn’t at any given moment in time. This way, they’re actually rendering a single 4K image at 120 times a second, but the user perceives it as a complete 8K image at 120Hz. Active-shutter 3D glasses use the same concept, often at the same 120Hz refresh rate."

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    Egyelore eddig az osszes kinai vilagmegvalto csoda addig volt az amig a felhasznalok a kezukbe nem kaptak.

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