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Show HN: Simula One – Portable Linux VR Computer

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Re: Show HN: Simula One – Portable Linux VR Computer

#401
post #400

Earlier quoted context omitted.

> Panasonic's MeganeX, which uses 2560x2560 120Hz micro-OLEDs, is finally being released in the spring for The FoV is probably going to be worse than current gen headsets (Index, Quest 1/2, etc).

A lower FOV actually translates to better PPD. You can use a basic formula: sqrt(hRes^2+vRes^2)/FOV. So a 100 degree FOV would give you about 36PPD, but a 90 degree FOV would actually give you an even better 40PPD. 60PPD is Apple's target for a "Retina" display, although there's a strong argument that you need double that at least for line pairs. For computer work purposes, we really should only care about matching P…

The above formula only holds for diagonal FOV, which is higher than hFOV/vFOV.

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.

Re: Show HN: Simula One – Portable Linux VR Computer

#402
post #262

Cool tech. Still, I don't understand how one can wear millimeter wave radio transmitters so close to the brain and not be concerned.

We haven't finalized on the mmWave yet, but there's standards for human body exposure that we will of course meet. IEC 62311, ICNIRP guidelines, and so on. The mmWave transmitter is directional, and the basic restrictions for local exposure in ICNIRP for the general public is at 20W/m2. The transmitter EIRP is 15dBm, so you'd need to put the entire transmitter's EIRP into a 4cm * 4cm target to exceed those.

Good to hear that you're taking it into consideration from the start.

Even if device adheres to all regulations it would still be a concern to me as standards are mainly written around phone use (shorter intervals and from side of the head). Also, as you know, regulations vary greatly between countries so there's no consensus on what is safe.

Personally, when on conference calls, I use bluetooth or wired headphones to keep my phone away from my head. If I was to use device like that I would prefer for it to have radios separate but I understand the ergonomics (and cost benefits) of all in one unit.

Re: Show HN: Simula One – Portable Linux VR Computer

#403
post #400

Earlier quoted context omitted.

> Panasonic's MeganeX, which uses 2560x2560 120Hz micro-OLEDs, is finally being released in the spring for The FoV is probably going to be worse than current gen headsets (Index, Quest 1/2, etc).

A lower FOV actually translates to better PPD. You can use a basic formula: sqrt(hRes^2+vRes^2)/FOV. So a 100 degree FOV would give you about 36PPD, but a 90 degree FOV would actually give you an even better 40PPD. 60PPD is Apple's target for a "Retina" display, although there's a strong argument that you need double that at least for line pairs. For computer work purposes, we really should only care about matching P…

Higher PPD is good, but with the lower FoV it's going to feel like you're looking at your computer screen through binoculars.

Re: Show HN: Simula One – Portable Linux VR Computer

#404
post #49

Earlier quoted context omitted.

Looks like a task for pine64.

I ordered Pinephone Pro still waiting... I understand they just had New Year recently. edit: I did get the original PP though so I have faith just not used to buying something, waiting a long time to get it.

shipped 14 business days from order so fulfilled in 15 days (ordered mid feb)

Re: Show HN: Simula One – Portable Linux VR Computer

#406
post #400

Earlier quoted context omitted.

A lower FOV actually translates to better PPD. You can use a basic formula: sqrt(hRes^2+vRes^2)/FOV. So a 100 degree FOV would give you about 36PPD, but a 90 degree FOV would actually give you an even better 40PPD. 60PPD is Apple's target for a "Retina" display, although there's a strong argument that you need double that at least for line pairs. For computer work purposes, we really should only care about matching P…

Higher PPD is good, but with the lower FoV it's going to feel like you're looking at your computer screen through binoculars.

The MeganeX I believe is using the Kopin P95 optics. 95 degree diagonal FOV should be roughly similar to the CV1. Slightly less immersive than the latest headsets, but for virtual workspaces should still be fine. Remember, that the normal hFOV when looking at 32" display from 2ft away is 60 degrees (27" display is closer to 50 degrees). Due to center sharpness dropoff for most HMD optics, you will mostly be ignoring the edges anyway.

Re: Show HN: Simula One – Portable Linux VR Computer

#407
post #338

I've tried very hard to get into working in VR using Oculus 2 and Immersed but the biggest dealbreaker for me was that texts that were not at the center of my view were blurred. This meant I had to rotate my head a lot more. No more glancing sideways at the other window in my IDE. I just ended up getting a 32 inch 4k monitor instead. I suspect this issue would remain even with better specs. The moment this issue is f…

I'll post a through the lens image in a few weeks but this is equivalent to a 1080p monitor two feet away anywhere where you can direct your gaze. (Slight dropoff towards the edges but still over 30 PPD and 20um RMS spot size)

That is exciting news! Is there a twitter account or blog that I can follow? (I'm assuming you are working on Simula One)
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