- Reference Display replication. Test it with an amsler grid to check for warping and make sure you make the grid span your entire fov. Example of an amsler grid:http://cdna.allaboutvision.com/i/amsler-grid.gif
interesting idea, but are you expecting the testers to waste time looking for an amsler grid that fits your criteria? I certainly don't have a file like that.
- Tracking. Is it rock solid or even improved due to 2.0 lighthouse tracking sensors?
Valve's second generation sensors do not improve tracking from first generation base stations. They don't even improve tracking fro second generation sensors. SteamVR Tracking 2.0 enables larger tracked volumes because the sensors and base stations can communicate over-the-air now, which means the headset can identify more sensors at once.
The new sensors are also cheaper to manufacture.
They have benefits, but not for tracking accuracy.
- Screens. If screen is 90hz: verify that it is. Analyze ghosting with high fps camera.
If it isn’t: does it make games behavior strange? Some games that tie their game engine logic to 90hz or a divisible of 90hz. notice any bizzare or glitchy gameplay or game crashes? How’s the brightness?
It's not possible to verify the screen refresh rate without hardware, and if Steam VR doesn't have direct compatibility with the Pimax 8K, the software report won't be reliable either. As far as I know, Pimax 8K uses Valve's OpenVR API to connect to Steam, which doesn't integrate with Valve's performance reporting system.
Hopefully FCAT VR will work, but there's absolutely no guarantee that it will.
Subjective testing is obviously possible, but objective tests will be difficult to perform.
- Performance assurance/software: is brainwarp working? If it is: the frame rate should feel dramatically higher in scenes of motion. Do extensive tests.
Is ASW working? There shouldn’t be any lag on your hands in states of reprojection.
Is ATW working? Compare it on versus off looking at steamvr frame timing. Any crashes or instability with software in general?
Does piplay work yet? Or only steamvr rendering?
What would you consider "extensive tests?"
- Lenses. Look for anomalies, godrays, chromatic aberration, mura and unspecified artifacts that are not part of the reference image. Is the fov truly 200 degrees? A test for that should be possible to set up by opening an image of 200 degrees and the line from origin to infinity should be just on where the lens ends horizontally. How is the vertical. Check for 120 degrees.
There is no way to accurately verify FOV. It's actually not possible. There are no industry tests for such a measurement.
I would love to be able to compare the FOV of a Rift vs a Vive vs. an Odyssey vs. the Pimax 8K with an objective measurement, but no tools exist for that.
FOV depends on too many factors, including the distance the lenses are from the screen, the distance your eyes are from the lenses, the width of the screen, the type of lenses. There's too many factors. But the eye distance is the kicker. Everyone has different face shapes, so everyone will perceive the FOV slightly different.