Hololens: 35° FOV (currently)
Magic Leap: 40° FOV horizontal / 30° vertical (currently)
Hololens: 35° FOV (currently)
Magic Leap: 40° FOV horizontal / 30° vertical (currently)
Some up and coming be glasses take this into account and expend lesser resources on the part that’s outside the important part (they don’t render that part in a high resolution, so it’s left blurry, which is actually how our eyes work anyway)
On the other hand, eye tracking is just about ready already. I've heard Google is working on a VR system using foveated rendering with tracking.
Even their consumer grade 4c is extremely impressive. It has neat uses for simple desktop usage. For the handicapped folks it’s an absolute boon
Tobii uses cameras at 60 or 120 Hz, so >8 ms. It's the mature but old and limited tech. MEMS-based tracking is faster. During a saccade, you've the samples to predict where the eye is going to end up fixated, 20 ms before it happens.[1]
GGP> but our eyes move.
Slowwwwwlllyyyy. ;)
Here's an optical illusion which illustrates how surprisingly tiny your fovea's FOV is: https://www.shadertoy.com/view/4dsXzM .
I've always favored extra-wide glasses, though. Some of the smaller ones might be 140 or even 120 degrees.
I think the issue is that the parts outside your glasses are blurry anyway (even for people with perfect vision), but even the blurry part is important for the experience.
Not sure there is for me - if I blank off the area outside my glasses things really don't look that different - but I am quite shortsighted... :-)