You don't really see the borders as in the videos. What you see is a full image but you lose some peripheral vision. It's basically just like looking out of ski goggles - the physical presence of ski goggles cuts your FOV.
Yes, it's exactly like ski goggles.
And seriously Pacalb... A 45 degree fov is abysmal! That alone means that Glyph needs to get MUCH better before it's anything approaching reasonable! The Rift has 90 to 110 degrees FOV (depending on eye relief). 45 degrees is utter junk.
I don't think Pacalb seriously thinks Glyph is a contender for VR.. it's only made to enjoy already existing entertainment in a mobile yet private mode. F.ex. movies on your cell phone. I've tried to clarify this in my previous posts. The point I was trying to make, and maybe Pacalb did also mean to, is the actual display technology, called
Virtual Retinal Display. And Pacalb also clarified it with #10, they are actively looking for the market potential for higher FOV. Obviously, there's a market potential.. they just happened to start from the "wrong" end of the spectrum (if immersive VR was your end game). Avegant Glyph is completely useless for generating the sense of "presence" that makes your subconscious brain think you are actually in a different place. It's only good for enjoying a movie, or a 3d movie. But, the core of the
display technology of the Avegant Glyph is far superior to any OLED screen you will ever find. They just need to implement a high FOV version of it.. and yes, it will beat the socks out of anything else out there for the foreseeable future. There is nothing that will ever be able to beat the VRD. It's as close as you're gonna get to a "Matrix"-like connection to your eyeballs. Once VRD is implemented in a high FOV state, without perturbing RGB values (as Michael Abrash showed has detrimental consequences), then there is no screen that is ever going to get as good as that. You get a natural light reaching your eyes. It's just like watching things in real life. Like when you watch the walls of your own home right now, that's how much eye fatigue it's going to cause. Same as in real life. So there is zero eye wear. It's projecting photons directly to your retina. Not lasers, but very low energy LEDs. Because of the nature of the projection's micromirror array, there's no screen door effect. Pixels seem to blend together seamlessly, creating an incredibly bright and vibrant image.
In essence, this means you can say "good bye" to gamma corrections in games, because the gamma will be absolutely perfect for every person viewing it. This means that a dark stealth game like Thief or Splinter Cell will have a perfect amount of darkness and lighting, just like real life.
Also, you can say good bye to fake HDR and "bloom" effect (think Half-Life 2).. because the system itself will be able to generate bloom without a fake post-effect.
Also, you can say good bye to annoying "screen door effects" - which is the primary reason why they want an increase in the resolution.
Even at a low resolution, the VRD has zero screen door effect.. there simply is no space between the pixels.
Screen Door Effect
Go here to see how the Screen Door Effect of the various kinds of Oculus Rift will feel. These are approximations, and not fully representative of the real thing. It's a great demo.
http://vr.mkeblx.net/oculus-sim/
Btw, I'm still happy about my pre-order of the DK2.. I'm just looking farther ahead, and how VR can be made even better. And I'm sure Sony and Oculus are also seeing the end-game, which is a fully functional Virtual Retinal Display which can support high field of view. You need to be able to move your eyeball within the VRD, and you need to get light refracted via your biological lens, and that needs to include the peripheral vision.