Fresnel lenses.. a solutuion?

Evening Rifters and Vivers,

The obvious solution to the problems with Fresnel lenses is not to use them but here is the thing... have you noticed that when you stop moving your head and eyes about to focus on something intensely, that you can see the lines in the lenses very clearly? I think that is one of the major drawbacks of the lens choice because when you gorp off to infinity (while in super cruise aiming at a planet or the like, for example) the image gets really 'curvy liney' and thus distorted and looks horrible. Now one way around that, as we all know, is to murder your GPU with super sampling and/or the HMD quality setting but that introduces screen door effect (for me anyhow).

What I have noticed is that if you constantly maintain some sort of movement between your eyes and the centre of the lenses the 'curvy liney' problem goes away and the image looks much better. You can try this yourself, in case you haven't noticed it already, by staring at something motionless in the rift (curvy liney waveyness will appear) and then start to gently nod up and down (a really small amount 5 mm or so should do it) while remaining focused with your eyes on the distance target or the like. The image will improve even more if you effectively draw a very small circle with your nose while staring ahead.

So here is the solution for CV2 and Vive 2; they need to come up with an elaborate system to spin the lenses around very slightly off centre to your eyes. The major drawbacks with this solution is that it will weigh more, cost more and be more bulky than just not using Fresnel lenses in the first place. But if for some obscure reason Fresnel lenses are here to stay and they use this idea I'm gonna patent troll the hell out of it and use this post as evidence :p :D

Jokes aside, it's an interesting effect and I wonder if Oculus and HTC were well aware of it as a drawback but decided people would normally move their eye/heads about so much it wouldn't be an issue.
 
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