stvnxu Posted October 24, 2019 Share Posted October 24, 2019 Hey @Fink, I've been notified of an upcoming SW update for Beta users, but have not yet heard the details of improvements. When that does release, I'll be sure to respond here to inform you if any of the improvements mention the FOV. Thanks for following up! Steve Link to comment Share on other sites More sharing options...
stvnxu Posted October 25, 2019 Share Posted October 25, 2019 @Fink Our latest Beta update 1.0.7 addresses this issue: - Optimized the camera passthrough vignetting to better align and render safety boundaries. There's still room for improvement here. Stay tuned. 1 Link to comment Share on other sites More sharing options...
Phr00t Posted October 26, 2019 Author Share Posted October 26, 2019 I like the improvement made here! Funny enough, my original FOVTester broke, so I actually had to write another one really quick (I'll get it up on github, full source, in the next day or two). Screenshot above, where you can see the measurement taken of the crosshair just getting lost in the vignette to the left. My Odyssey+ can get the crosshair to about 50 or 51. I think we can get the Cosmos to 49 or 50 (which would give us another 2-4 degrees total horizontal FOV) by simply disabling the vignette altogether. This is a perfect example on how you can increase the field of view of a headset with simple software updates! I hope this motivates your team to squeeze just a little more out here. 3 Link to comment Share on other sites More sharing options...
stvnxu Posted October 28, 2019 Share Posted October 28, 2019 Hey @Phr00t, Thanks for your feedback regarding this specific topic. I'll forward this to our engineering team. Once again, thanks for your feedback and support. We're listening to our customers and will continue to push updates to improve the Cosmos experience. Be on the lookout for future updates regarding this! Steve Link to comment Share on other sites More sharing options...
Phr00t Posted November 3, 2019 Author Share Posted November 3, 2019 Another interesting tidbit: the collision bounds ignore the vignette, so you can see them beyond the game scene. The scene should go right up to where the collision bounds render. 2 Link to comment Share on other sites More sharing options...
stvnxu Posted November 4, 2019 Share Posted November 4, 2019 Noted. Thanks for breaking this down. Steve Link to comment Share on other sites More sharing options...
Phr00t Posted November 19, 2019 Author Share Posted November 19, 2019 After using v1.8.0.3 beta, I'd consider this issue resolved! Disabling the vignette squeezes out another ~2 degrees horizontal to about 98 degrees, and it feels like that is as good as its going to get. The Odyssey+ is a hair better horizontally, but I think the Cosmos is better vertically and diagonally by a hair. Thank you and well done! I will note, you really need thinner facial padding (or none) to really benefit from this. Thinner forehead padding is icing on the cake. 2 Link to comment Share on other sites More sharing options...
stvnxu Posted November 19, 2019 Share Posted November 19, 2019 @Phr00t, Thanks again for pointing this out in the first place. This is super helpful for us and the entire VIVE community! Please continue sharing any further feedback. We are listening and committed to doing what it takes to keep our customers & users satisfied. Thanks for the note - Stay tuned 😉 Don't forget the VIVE Cosmos was designed as the first VR headset with a suite of modular options. Steve Link to comment Share on other sites More sharing options...
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