70PS??
AnsweredEverything I'm reading is that 70FPS won't cut it.
So, I can only assume FOV is using something similar to AWS (Oculus) to artificially inject frames where it thinks they should be.
For any VR appplication/game that requires precision, these types of software driven trickery don't work.
For driving simulators you need to know where you are on the track/where other cars/objects are. Not fake frames that guess.
I'm interested in how Fove plan to overcome this...oh and the headaches from 70hz.
Seems like a big step backwards, even though the eye tracking is neat.
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Official comment
Hi Globe Spy,
For driving simulators our system performs well. I enjoy playing Distance on my Fove and prefer it to all other current VR systems due to the higher resolution. Our pixel density is approximately 40% higher than Oculus CV1 and HTC Vive, and the frame rate is reasonable. If you have tried a gear VR you will note that it is 60hz and yet feels quite smooth.
Regarding headaches, for sensitive people 70hz flicker is perceptible however if you can handle 60hz lighting, then a 70hz screen is not going to be a problem.
Our platform is here to highlight the advantages of eye tracking and be a developer kit for new interaction technology.
I am curious as to why you think that 70hz involves software trickery?Comment actions
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