VR optics and why IPD means too many things (2019)
tomforsyth1000.github.io
tomforsyth1000.github.io
I also experimented with twice the rendering speed to get as recent as possible sensor reading before the Valve/Oculus warping became standard and it was VERY good for nausea. So 120/150 FPS respectively on DK1/2.
I'm looking forward to pancake lenses, if they remove godrays so I can play my game again: http://aeonalpha.com
But I read there are a lot of tradeoffs with them too.
So far DK1/2 lenses with cups that you could change and adapt to your diopter where the best optics VR has had (but I got lucky with IPD and one cup on DK1 being my exact diopter!)
I wish one actor made super tiny glass lenses just so we could see how that would work!?
Here is some more experiments: http://aeonalpha.com/fov.html
You can also pre-process it and apply super-far details as a skybox image. A 2- or 3-block radius of real, 3D city buildings with a cityscape skybox looks pretty good. A forest scene can use object instancing to really clutter up the medium field and leave even a generic landscape skybox for great results.
I had a regression in an app I was building where it was rendering in a monoscopic mode and it actually took me a long time to figure out what was "wrong" with the app, but apparently, I was the only one who thought it was wrong. It went for at least a month before I noticed a problem and another month before I eventually had the time to diagnose it. All during that time, nobody made any comment about it, people were enjoying the app.
I eventually figured out that you really only notice stereo rendering in modern VR headsets if you have a lot of near-field objects with which to interact and you interact with them with direct hand gestures (either hand tracking or controller bumping). So, you need stuff to be within a meter of the user for them to really notice "this isn't right".
There is a gap past a meter and before 10 meters where it's hit or miss if anyone is going to notice the lack of stereo rendering. The more the user is moving around, the less likely they are to notice.
And then, anything past 15 meters, I don't think there are any VR headsets on the market (other than maybe the Varjo VR-1, but I've never seen one myself) with fine enough pixel pitch that anybody is going to notice the lack of stereo rendering.
Now, that's just "where does stereo rendering take effect"? Part of what I think makes VR good is the ability to get up close and personal with the environment, to manipulate things in your hands, so typically I think "good" VR apps are going to need stereo rendering, but it was still surprising to see that it's not a universal issue.
I don't think the pixel pitch is the limiting factor anyhow, because movement of the head means that sub-pixel accuracy is achieved by the brain anyhow. It's amazing what the human brain lies about in regards to vision.
Even something just as the scale like the Transformers being about a block away from you brawling with each other should all be on the plane-at-infinity to you.
It kinda takes the drama out of 3D action. Technically, the 2D version of the movie is probably more actually accurate at the important times in a lot of genres.
In any case, I don't find the effect unpleasant or pulling me out of immersion, because frankly I don't feel that immersed in AAA cg heavy action movies anyhow. To me it's like watching a fun demoscene with a neat effect.
The only time I recall it being a bit tiresome is when friends dragged me to a few horror movies where the 3d was obviously low effort crank it to 11 for this jump scare stuff.
Shouldn't all this research have been done, and published, already? And re-verified, folded, spindled, mutilated, then recycled as firelighters. It's been 30 years and should mostly be adapting numbers optometrists know already.
I think that really showed me the potential of the VR business and the spirit with which it would be pursued.
I have had experiences translating a professional model (similar to optometry prescriptions) and learn the model isn't described well enough to write in software.
The reason I was there to sell it was that my software had a round up / "fudge factor" applied to the models, based on real world experience; where as the competition consistently under estimated things because they used the nice clean textbook formulas.
Just because a machine has a 2.6 yd^2 capacity doesn't mean it will move that much dirt per load. And so on.
Applying back to the original discussion of VR; I expect there's been enough time and enough experience with the things like head mounted displays that there shouldn't need to be much original research into "how to do the optics" of same. I'm ignorant of optics generally (and much else) but there should be textbooks and people arguing over where those are wrong and such; by now. For this specialized purpose even. See the amount of literature on LCD displays by comparison; the basic optics there are known, right?
Notably, while it fits comfortably on my Western friends' faces, none of my East Asian friends or family, including any women, found it bearable (too tight on forehead, tilted downward, light leaking from around nose) or were able to focus it cleanly and assumed "VR was not for them".
However, a Japanese headset, often reviewed in English as being too small or uncomfortable, fit me perfectly, and the optics were clearer despite having lower technical specs. How illuminating!
I do wish that companies that designed wearables would either disclose the dimensions of their testers or provide what dimensions matter. I'm larger than 50% of the people on the planet, and I fall within a standard deviation of the mean in the United States. However, no product designed by a US tech company has ever fit me.
The real answer is probably the same as the Alf Landon election prediction by Literary Digest in 1936. Because they only sent out ballots to addresses of registered car owners and people listed in the relatively new telephone directory, the poll results skewed wealthy, urban, and conservative - class bias in action.
Are tech companies in the US making the same mistake?
Yes, but slightly different, because they're missing less of their "addressable market" than the Landon prediction was. Their addressable market generally being people outside of Asia who have lots of disposable income. People in Asia tend to buy homegrown products which approach or exceed the quality, are easier to get, and cheaper. People with disposable income outside of Asia still trend toward the Westerner morphology. Still it's amazing with all the East Asians in big tech companies, that so many domestic products seem ill-designed to fit them.
Meanwhile tons of my furniture and other items that are designed and manufactured in Asia and then shipped to the USA seem to be shrinking and I don't fit in so many of them anymore. Not sure if that's just selling cheap things that have less material/shipping cost, or if it's matching the optimal sizes for East Asians.
I based my recent purchase of a office chair on its copious complaints from very tall people after I found I couldn't sit back on a couch I ordered from Costco without my feet dangling in the air.
If we were neighbors, I'd offer to trade you!
It is scary once you see what the actual VR research landscape looks like.....
There is a clear disconnect between users of vr and vr researchers.
I don't know even where to begin. Too much incompetence. Too much disinterest. Too much bullshit just to get grant money. And nobody has any clear idea of what VRs application should be.
So far even for me there are very few applications where vr gives an actual advantage for anything.
Take it situational awareness, overview, ux, visual quality etc. Most of the vr apps I have seen have no reason to be in vr.
Actually had a chance to provide my perspective to a FAANG Research Group, but I was laid off (and they were disbanded).
Even if you did find a way to make VR work for you at work, current headsets are just too heavy to want to wear them 8 hours/day.
They're still incredible for gaming, though.
As they say, it’s hard to adjust it optically by moving the lenses because there’s a wide range of values that give a focused image - but the wrong values will result in nausea over time.
Even with pancake optic artifacts, just that setting alone makes a huge difference in don't feeling dizzy in rapid movements.
The problem is it takes a second or two and it fails.... Often, so you need to repeat the (take on and off). It makes development and multi person demos into a pain of "put it in and off again it will work"
For now only expensive headsets have the hardware for this. The solution proposed in the article works with the hardware in more affordable headsets which makes it intriguing.
> So translating the pupil around doesn't change the angle of the light rays, which means the image doesn't move.
That’s because where in your visual field a light will end up depends on its angle, not on where it hits the outer surface of your eye.
Not really. They can leave from any point on a surface at any angle. Once they're on their way, they don't change direction. If a surface is an infinite distance away, then by the time they reach your face, the photons from that surface are all travelling parallel to each other. That's what collimation is simulating: looking at objects an infinite distance away.
Why? As the article says:
"But try this experiment. If you can find a fixed test pattern, put that on the HMD's screen, then pull the HMD away from your face a little, and move it side to side by an inch or so (don't rotate it, just translate it). The image stays fixed in space! It’s a really strange thing – you’re moving the physical box, but the image inside it doesn’t move. That’s the power of collimated-light images, and it's still very unintuitive to me even though I understand the physics and maths very well."
Just how, when you look at a surface a great distance away, its appearance doesn't change if you move your head a few millimetres from side to side.
"Of course real VR lenses are not perfectly collimated for various reasons. But they're close enough that getting the IAD (optical axis separation) adjustment perfectly right is not as important as it appears at first."
Collimation means that the device is robust to the exact distance between the user's eyes. That is very useful.
Yes, obviously what I mean. They don't just pop into existence - at least not for these purposes. But those surfaces can be at any point in 3d space.
Just casually browsing HN, this solves a problem that's been bugging me for months in my game: The world is scaled in feet/inches, while WebXR uses meters/cm to set ICD (virtual camera distance)! I think- based on my getting unusually nauseous.
I thought the solution was to scale the world, but there's more to it - and I think the solution is to reduce camera translation motion by the scale difference:
> Specifically if you translate your head sideways by the distance of your IOD, your left eyeball should now be seeing what your right eyeball was seeing. If it doesn't, the brain worries that something bad has happened, and makes you feel bad about it.
> Note that if you scale BOTH – you move the virtual cameras closer together, AND you reduce the in-game motion of the cameras due to head motion – everything is totally fine! The world just grew or shrank magically, but it all still works and you don't get nausea.
You may wonder why in hells a programmer would use imperial units instead of metric. It's to give the game a sense of being human-scale and pre-civilization. Why not just use metric and then convert everything to imperial for display purposes? Because then during debugging, units in logs constantly have to be converted to units shown, and the conversion isn't identical. It never bit me until VR!
Metric is for when you've made a mess of things and have completely given up on having nice round integer values
EDIT: This comment has been timed to coincide with when Americans wake up to defend me :) ~ USA! USA!
Which is probably the same way you'd do it if it was a 3.28ft-long sandwich instead.
Edit: mustn't forget the French Quarter either
There are 100 gradians in 90 degrees, does that count? They're probably supported on your calculator. https://en.wikipedia.org/wiki/Gradian
Even that comic you linked drives this home. None of them are referenced to humans. They are things we mostly know, sure. But they aren't based on a human. (Well, I suppose the mass ones have an amusing set of people listed.)
And this avoids the measures that, for my memory, just haven't made it to metric yet. Acre, Astrological Unit, Knot, etc.
Um, okay...