The FoV is probably going to be worse than current gen headsets (Index, Quest 1/2, etc).
The FoV is probably going to be worse than current gen headsets (Index, Quest 1/2, etc).
For a bit more nuance, here's a nice article that talks about how rendering geometry maps to FOV https://risa2000.github.io/vrdocs/docs/hmd_fov_calculation.h... although notably this does not account for the distortion shaders used in modern HMD pipelines to correct both for geometry and chromatic aberrations. There can be more techniques for improved text rendering, like what Oculus does with their timewarp layers: https://www.facebook.com/permalink.php?story_fbid=1942692682...
For those interested, here's some discussion focused on optimal text rendering in 3D engines: https://bgolus.medium.com/sharper-mipmapping-using-shader-ba...
In a previous thread, @kanetw was actually kind enough to chat in more detail about some of the Simula's optical specs: https://news.ycombinator.com/item?id=29930547
For some basic references of different aspects of visual fidelity for HMDs, this old writeup by UC Davis professor/VR researcher Oliver Kreylos is a good place to start: http://doc-ok.org/?p=1414
If you're interested you can surf through his blog for lots of insights. Also, this doc is one I just found that does a good job covering a bunch of the optical issues with HMDs: http://almalence.com/doc/SPIE-11765-23-V3/Near-eye_display_o...
The formula for e.g. PPD in the h-direction, assuming uniform pixel distribution, would be hPPD = hRes / hFOV. With a uniform distribution, 2448px at 100deg FOV would be 24.5.
We don't have uniform pixel distribution, as the human eye cannot resolve well where it can't gaze. So we magnify more wherever you can actually point your pupil at, and less towards the periphery. That way we retain eye-acuity while allowing us to "waste' less pixels where they aren't required.
We maintain >32 PPD within +- 15 degrees of eye rotation, which accounts for 86% of eye rotations.