Musings on Fresnel sweet spots and bionic sight


#1

So my Thursday morning musings are on why we we need Fresnel lenses (at all)

So this is a video that describes current lenses in VR

Which is an aid to bend more light into our eye so that the close up image from a big panel becomes clear. Same principle as spectacles or contact lenses. And Fresnel cutting is to reduce weight from a normal lens but with the downside of a small sweet spot in the central region where ridges are not needed,

So is the solution to shrink the panels to the same size as the pupil so that the light emitted from it is parallel to our eyeball, we get “all” the light beamed perfectly into our eye so the image is clear which means the job of the lens is much less, maybe not needed?

I guess the panel would need to be much closer to the eye, as in almost touching it. Hmm, then eye tracking would not work as it would be occluded.

So we can now produce flexible LCD panels that bend. Is that where we will end up? With a contact lens that is really just an LCD panel?

On the flip side, is there a lighter material for lenses so we don’t need Fresnel, that would remove ridge distortion and the sweet spot too.

And finally going off on a tangent, could we fix near blindness by attaching a VR headset to somebody, it videos the real world and blasts that image into the users eyes at a 500% brighter level. Hmm, cheaper than stem cell therapy.

Ok head hurts. time for a break.


#2

I think Pimax should look into cascading displays, particularly for the 8KX , In theory they could Quadruple the resolution per eye giving them a 8k per eye panel then render at 4k per eye and upscale to 8k


#3

And there is the also the benefit of staggering the refresh that doubles it, so 50mhz per eye turns into 100mhz per eye , I Honestly don’t see us being able to run the 8KX with out using methods like this.


#4

Brainwarp and and all the low FPS tricks will be needed. Foveated rendering is one answer for ultra high resolution VR but in my opinion VR has to be more accepted than it is now for the industry to invest in foveated rendering beyond prototyping. This is why the $200 HMD’s are so important for the industry as a whole and something both HTC and Oculus have put their efforts into rather than gen 2.