Erste Eindrücke zur Odyssey+ im Netz

Ohne große Ankündigung listete Samsung kürzlich die Odyssey+ im eigenen Store, eine überarbeitete Version der Samsung Odyssey mit Anti-SDE-Display. Nun sind bereits die ersten Eindrücke und Bilder im Netz aufgetaucht, welche wir euch nicht vorenthalten wollen.

Erste Eindrücke zur Odyssey+ im Netz

Odyssey+3

Infligo, welcher bereits seine Erfahrungen mit den kommenden VR-Brillen von Pimax auf Reddit veröffentlichte, hat gestern seine Eindrücke zur Samsung Odyssey+  auf der Plattform geteilt. Laut Infligo sei kein Fliegengitter mehr erkennbar und dennoch sei das Bild klar. Hier könnt ihr Aufnahmen durch die Linsen sehen. Auch die Pimax 5K+ komme laut dem Tester nicht an diesen niedrigen SDE-Wert heran, was aber auch am kleineren Field of View der Odyssey+ liegen dürfte.

Zudem schreibt Infligo, dass sich die Materialien der Samsung Odyssey+ im Vergleich zur Samsung Odyssey deutlich besser anfühlen und es soll nun weniger Umgebungslicht von unten eindringen. Ein verbauter Bluetooth-Chip mache auch endlich das verbinden der Controller zum Kinderspiel. Samsung schaltet damit eine große Fehlerquelle aus, denn nicht jeder aktuelle Bluetooth-Dongle sorgt für ein sauberes Tracking der Controller.

Auch bei VR Roundtable kommt der Tester zu dem Schluss, dass das Anti-SDE-Display von Samsung funktioniere. Es sei kein Fliegengittern mehr erkennbar. Maximal sehe man eine minimale Textur, wenn man in den blauen Himmel schaut. Zudem wird auch hier die Klarheit gelobt und das Bild soll nur leicht weicher durch den Anti-SDE-Filter gezeichnet sein. Außerdem seien God-Rays weniger sichtbar als bei der Oculus Rift oder HTC Vive.

Wir konnten uns leider noch kein Bild von der neuen VR-Brille von Samsung machen. Sofern wir eine Odyssey+ erhalten, werden wir unsere Eindrücke natürlich mit euch teilen. Werdet ihr euch die Odyssey+ kaufen?

Der Beitrag Erste Eindrücke zur Odyssey+ im Netz zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Samsung Odyssey now $349, European Launch Still Unconfirmed for Odyssey+

This week saw Samsung release a new version of its Windows Mixed Reality, the Odyssey+, for the North American market, improving features such as the screen quality and overall comfort. As is quite often the case the previous model has now seen a reduction, dropping the cost from $499 USD down to $349.

Currently the best place to buy the 2017 Samsung Odyssey is from the Microsoft Store for $349 including the motion controllers. As the headset was the most expensive Windows Mixed Reality device that’s quite a substantial saving of $150. For that price you get a headset with a resolution of 1440 x 1600 per eye, a 110-degree field-of-view (FoV), AKG headphones plus there are integrated dual array microphones rather than the ‘built-in audio out and microphone support through 3.5mm jack’ found on rivals.

Samsung hasn’t released any sales figures for its headset, presumably it must have done reasonably well for the company to consider making a followup – none of the other WMR headset manufacturers have created a second generation – plus for the first time WMR devices made the Steam hardware survey in August, achieving just over 7 percent. This is all without the Samsung Odyssey being available in European countries.

The company has said the Samsung Odyssey+ will be soon available in other regions including Korea, China, Hong Kong, and Brazil, so there’s always a possibility, but as yet consumers will have to stick with Windows Mixed Reality devices from Dell, HP, Lenovo and Acer.

 

These are all still full price on the UK Microsoft Store, most retailing for over £400 GBP. Head on over to Amazon for some better deals where the Acer headset is £229.97 or the HP version which retails for £350.80.

Should any better deals come along or Samsung confirm an official UK launch, VRFocus will let you know.

Samsung Odyssey+ Side-by-side Shows Subtle Redesign, Hopeful Ergonomic Improvements

The standout feature for Samsung’s new Odyssey+ headset is its so-called “anti-SDE” display, but beyond that it appears that the headset has actually seen minor adjustments in a handful of areas. With the first Odyssey headset having poor ergonomics, we’re hoping that these adjustments will make the headset more comfortable for a wider range of users.

We previously knew that the Odyssey+ would feature a larger nose cavity and wider face interface (the foam that rests against the face around the eyes), but now having our hands on detailed photos to look side-by-side with the original headset shows that much of the headset has gotten a good once-over. Drag the sliders on each image below to compare the headsets (note: images are not perfectly to scale).

Above we can see the most notable adjustment to the Odyssey+ which is a redesign of the display housing with a simplified composition, now looking more like a singular unit than two distinct pieces.

Samsung says that the weight of the headset has been slightly reduced (from 820 grams to 798 grams, cable included).

Above we can see the clearest changes to the nose cavity. The opening is not only much wider (Samsung says from 32mm from 40mm), but the rubber flaps have been adjusted to point away from the face instead of perpendicular to it. Both changes will hopefully reduce that mildly infuriating feeling of having your nostrils pinched slightly while using the headset, though ideally this won’t come at the expense of too much light leakage through the nose cavity. The lenses almost look different here as well, but most likely it’s just a difference in the way the images were rendered.

The images above again show the changes to the display housing, which previously had a distinct ‘outside’ with an inset piece that culminated in the face interface. The outside housing on the Odyssey+ is now continues further toward the face and the inset piece appears largely eliminated. We can also see minor adjustments to the buttons on the bottom of the housing, including a slight tweak to the microphone placement. The headphones also get a little red flourish on the inside to highlight the AKG branding.

This view above gives us the best look at the changes to the headset’s padding. Samsung says that the Odyssey+ is using new foam which should allow for more airflow and reduce fogging. The face interface is also now removable and washable, which will be deeply appreciated by anyone using the headset for games that lead to a good workout.

Samsung says the overall width of the face interface has been increased from 138mm to 146mm, which may make it easier to fit glasses inside. The section of foam along the brow has also been beefed up on the Odyssey+ whereas on the original it thinned above the nose. Hopefully the increased surface area will better distribute pressure and improve long term comfort.

SEE ALSO
Samsung Odyssey on Sale for $350 in Light of Odyssey+ Launch

From this angle it almost looks like the headphone connection point has been slightly adjusted from the Odyssey to the Odyssey+, but it’s tough to say if that’s really the case or if it’s just a subtle difference in the rendering. We hope it was in fact adjusted, as on the original Odyssey the headphones could be hard to get in just the right spot without adjusting the headset in a way which would be detrimental to visual quality.

It’s also worth noting that the Odyssey+ controllers are identical to the original Odyssey controllers, though even the original ones were slightly tweaked compared to the controllers used by all the other Windows VR headsets.

– – — – –

Samsung announced and launched the Odyssey+ this week. Priced at $500, the headset is said to be available now in the US from Samsung and Microsoft websites (though we’ve yet to see a page where it can be ordered), and the company plans to launch it “soon” in Korea, China, Hong Kong, and Brazil. As a Windows VR headset, the Odyssey+ works with VR apps from the Windows Store and SteamVR. Check out this article for more information about the headset’s features.

The post Samsung Odyssey+ Side-by-side Shows Subtle Redesign, Hopeful Ergonomic Improvements appeared first on Road to VR.

Original Samsung Odyssey Down to $350 As Odyssey+ Supposedly Launches

Original Samsung Odyssey Down to $350 As Odyssey+ Supposedly Launches

Yesterday we reported that Samsung had finally revealed its long-rumored Samsung Odyssey+, an upgraded version of its Windows VR headset. At the time, we didn’t know when the headset was actually due to release. Well, it’s actually available now. Or at least Samsung says it is.

The company listed an October 22nd release date for the device in a recent blog post announcing the headset. Apparently it’s available via both Samsung’s online store and the Microsoft store. The only problem is we can’t actually find it on the latter platform and the former doesn’t allow us to purchase it, either. No doubt availability will crop up online in the coming days and weeks, so best keep your eyes on both outlets.

Odyssey+ will also be coming to Korea, China, Hong Kong and Brazil at a later date, though once again Samsung isn’t listing Europe for release. The original Odyssey never came to the region and it looks like the same will be true here, but we’ve reached out to Samsung to confirm this.

Finally, there’s good news if you were thinking of getting the original Odyssey; it’s down to $349.99 on the Microsoft Store, which is an absolute bargain for its inside-out tracking system and 1440 x 1600 display resolution. What you won’t be getting is Samsung’s new anti-screen door effect (SDE) filter, which gives Odyssey+ users a clearer image inside the headset. We haven’t seen the filter applied within the headset itself yet, but the prototype display we viewed earlier this year was at least promising. The kit’s a little lighter, too, for what it’s worth.

Elsewhere in Samsung land, the company recently confirmed that it’s working on a hybrid VR/AR device. The Samsung Odyssey++, perhaps?

Tagged with:

The post Original Samsung Odyssey Down to $350 As Odyssey+ Supposedly Launches appeared first on UploadVR.

Samsung Odyssey+: Nachfolger für 500 US-Dollar mit Anti-Screen-Door-Effect-Display

Die beste WMR-Brille (Windows Mixed Reality) kommt derzeit von Samsung. Die Samsung Odyssey konnte in unserem Test die Konkurrenz abhängen, doch leider ist die VR-Brille in Deutschland nicht verfügbar, da Samsung die Brille nicht weltweit auf den Markt gebracht hatte. Nun steht bereits der Nachfolger in den Startlöchern und die Samsung Odyssey+ soll mit einem Anti-Screen-Door-Effect-Display ausgestattet werden, welches die gefühlte Auflösung erhöhen soll, ohne tatsächlich mehr Pixel zu befeuern.

Nachfolger für 500 US-Dollar mit Anti-Screen-Door-Effect-Display

YouTube: Bitte gib die korrekte URL an.

Die Samsung Odyssey+ ist bereits bei Samsung gelistet, kann jedoch noch nicht bestellt werden. Äußerlich hat sich nicht viel getan und auch bei der Technik setzt Samsung auf erprobte Komponenten. Der große Unterschied zum Vorgänger ist das Anti-Screen-Door-Effect-Display. Dabei handelt es sich um ein Display mit 1440×1600 Pixel und einem zusätzlich verbautem Diffusor, der das Licht der Pixel über die Lücken zwischen den Pixeln blenden soll. Theoretisch hat ein solcher Diffusor auch Nachteile, doch Samsung scheint überzeugt vom eigenen System und verspricht eine Reduzierung des sichtbaren Abstandes zwischen den Pixeln um 50%:

“Samsung’s exclusive AMOLED technology applies a grid pattern structure to devices’ top-layer panels, reducing the distance between pixels by almost 50%”

Samsung Odyssey +

Während das Display also nur auf eine Pixeldichte von 616 PPI kommt, soll der Nutzende den Eindruck bekommen, als würde er auf ein Display mit einer Pixeldichte von 1233 PPI schauen. Wie gut sich die Technologie tatsächlich schlägt, werden die ersten Tests zeigen, jedoch geht Samsung einen cleveren Weg, da der PC nicht stärker belastet wird. Zudem hat die Brille knapp 60g verloren und steigt nun mit einem Kampfgewicht von 590g in den Ring und das Gehäuse wurde verbreitert, damit das Produkt komfortabler zu tragen ist.

Derzeit gibt es von Samsung noch keine Informationen darüber, wann und in welchen Regionen die VR-Brille ausgeliefert wird. Bleibt zu hoffen, dass Europa bei diesem Release nicht wieder das Nachsehen hat. Aktuell scheint nur ein Release für die USA bestätigt zu sein.

(Quelle: Samsung)

Der Beitrag Samsung Odyssey+: Nachfolger für 500 US-Dollar mit Anti-Screen-Door-Effect-Display zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Samsung Announces New Version of Windows Mixed Reality Headset

There are a variety of options available for users who want to go into virtual reality (VR). One of the most cost-effective is the Windows Mixed Reality line of head-mounted displays, of which there are several variants, provided by various different Microsoft partners, including Samsung. Samsung launched its Odyssey headset towards the end of 2017 and now it has announces a new and improved version.

The new Samsung Odyssey+ features a number of improvements on the previous version, including an improved display and technology to reduce simulation sickness symptoms.

The Samsung Odyssey+ uses new display technology with dual 3.5” AMOLED displays which provide a combined resolution of 1,440 x 1,600 per eye. This is combined with anti-screen Door Effect display technology.

The ‘Screen Door Effect’ is the name for the phenomenon where the slender lines between the pixels become visible to the user, causing a kind of mesh effect like looking through a screen door. This effect has been known to spoil the immersion and contribute towards headaches and simulation sickness.

Samsung have used its technology in a way that allows for this ‘fixed pattern noise’ to be overcome, providing a perceivedPPI of 1,233 PPI (pixels per inch).

“Samsung strives to develop meaningful innovations that deliver unique experiences to all consumers,” said YoungGyoo Choi, Senior Vice President of the PC Business Team, Mobile Communications Business at Samsung Electronics, “With industry-leading display technology and an enhanced, premium design, the new Samsung HMD Odyssey+ offers new levels of immersion, improving upon its already brilliant display resolution for a consumer immersive headset.”

The device is now only 590g (1.3lbs) and has added more points of adjustment to allow for more comfort. The device also uses AKG audio technology, which gives 360-degree sound to simulate 3D audio.

The Samsung Odyssey+ will be available in the USA from 22nd October, 218 from the Microsoft Store and the Samsung website. For future coverage on Windows Mixed Reality, keep checking back with VRFocus.

Samsung Launches Odyssey+ Windows VR Headset with “Anti-SDE” Display

Back in August we uncovered what appeared to be an updated version of Samsung’s Odyssey Windows VR headset. Now a listing on Samsung’s official website confirms the  Odyssey+ and its price, suggesting that a launch is soon at hand.

Update (October 22nd, 2018 – 10:52PM PT): A press release from Samsung today serves as the official announcement of the Odyssey+ and confirms availability in the US starting today from Samsung and Microsoft. The headset will be available “soon” in Korea, China, Hong Kong, and Brazil. To the dismay of enthusiasts, Samsung didn’t sell the prior iteration of the Odyssey in Europe, and the Odyssey+ seems destined for the same.

Beyond the details already gleaned from the headset’s product page, the announcement confirms that the headset has built in Bluetooth, meaning that the controllers will connect directly to the headset instead of relying on the host PC’s own Bluetooth connection (which required an additional dongle in the case of most desktop PCs). The controllers are “pre-paired” out of the box, Samsung says, making setup a bit easier still.

The announcement also indicates that the anti-SDE technology is “exclusive” to the Odyssey+. Samsung supplies displays to other VR headsets like the Rift and Vive, and this particular line makes it sound like the company plans to keep the anti-SDE diffuser for their own headsets.

Original Article (October 22nd, 2018): Spotted by Reddit user MasterTentacles, a listing on Samsung’s Hong Kong website shows the consumer-facing listing for the Odyssey+ Windows VR headset. We found the corresponding US listing for the headset, which confirms a $500 price, the same as the original Odyssey.

Despite the listing, Samsung has yet to officially announce the headset or a release date. Although there’s a ‘Where to Buy’ button on the product page, no retailers are listed; it’s unclear when the headset will become available for purchase.

In addition to the price, the Odyssey+ product page reveals some interesting details. The headset has what Samsung calls an “Anti-SDE” display. It’s the same 1,440 × 1,600 (per eye) resolution as the original headset, but “effectively delivers over twice the pixel count,” according to Samsung. Fine print further specifies this claim (though not quite to our satisfaction):

Samsung Anti-SDE AMOLED Display solves SDE by applying a grid that diffuses light coming from each pixel and replicating the picture to areas around each pixel. This makes the spaces between pixels near impossible to see. In result, your eyes perceive the diffused light as part of the visual content, with a perceived PPI of 1,233PPI, double that of the already high 616PPI of the previous generation Samsung HMD Odyssey+ [sic].

It sounds like Samsung has embedded the displays with a diffuser which is designed to let light spill into the the unlit gaps between pixels, thereby hiding the screen door effect. We believe PSVR has used the same approach to great effect.

Image courtesy Samsung

However, Samsung’s claim that it doubles “user-perceived resolution” sounds misleading. The diffuser may reduce the screen door effect to a point that it looks similar to what would be seen from a display with twice the pixel density, but as far as we can tell, the perceived sharpness of the display (the aspect most associated with resolution) cannot be increased with this method. Hopefully Samsung will offer more specificity about what their anti-SDE tech does in the near future.

SEE ALSO
Understanding the Difference Between 'Screen Door Effect', 'Mura', & 'Aliasing'

Aside from the anti-SDE display, the Odyssey+ also boasts improved ergonomics. In particular, Samsung notes that the nose guard has been widened to 40mm (from 32mm), and that the facial interface has been widened to 146mm (from 138mm). Both changes could help the headset fit more faces, and might make it easier to fit glasses inside. Samsung also says that new foam padding will make the headset more comfortable and help prevent fogging of the lenses.

Image courtesy Samsung

It seems likely that Samsung will want to launch the Odyssey+ ahead of the holidays. The company’s developer conference coming up at the beginning of November seems like a likely time to do so, if not sooner.

The post Samsung Launches Odyssey+ Windows VR Headset with “Anti-SDE” Display appeared first on Road to VR.

New Samsung Odyssey+ Headset Revealed in FCC Documents

Samsung appears to be developing a followup to its Odyssey VR headset which launched late last year. A ‘Samsung HMD Odyssey+’ sporting a new model number has appeared in FCC documentation, suggesting that the device is nearing a launch-ready state.

While Samsung has had a strong presence in the mobile VR space for many years thanks to its Gear VR headset, the company launched its first PC VR headset, the HMD Odyssey, back in November of 2017 as part of Microsoft’s Windows VR platform.

Now an improved version of the headset appears to be in the works. FCC documentation filed by Samsung reveals a headset called the HMD Odyssey+, sporting model number XE800ZBA (the original Odyssey is XE800ZAA).

A draft label shows the Odyssey+ name and model number | Image courtesy Samsung

The U.S. Federal Communications Commission is tasked with certifying products with electromagnetic emissions to be safe and compatible with regulations. Products utilizing radio, WiFi, infrared, etc. need certification before they can be distributed for sale. Certification by the FCC marks one step closer to the launch of consumer electronics product.

Specifications found in the Odyssey+ documentation, which may not be final, don’t show any obvious major changes from the original model, with the Odyssey+ apparently featuring the same 1,440 × 1,600 resolution per eye and 110 degree field of view. However the display is indicated as ‘AMOLED+SFS’; it isn’t clear what SFS stands for in this case, and we haven’t seen that acronym used regarding the original headset. One guess is that it could be related to the ‘Anti SDE’ technology that Samsung has been working on.

The specs also mention ‘Wider Eye box, Wider Part of Nose, Anti-fog’, which may be the crux of the Odyssey+’s improvements, suggesting lenses with a larger ‘sweet spot’, a more comfortable nose opening, and features to reduce lens fogging. Indeed, a comparison of an image from the Odyssey+ documentation and the original Odyssey appears to show some differences in the headset’s nose area:

Some differences in the nose area can be seen between a diagram of the Odyssey+ (left) and original Odyssey (right) | Images courtesy Samsung

Interestingly, the Odyssey+ specs note platform support as ‘Windows MR / Steam VR’, while official specs of the original Odyssey don’t mention SteamVR at all. It’s most likely that this is simply a reference to the official Windows Mixed Reality plugin for SteamVR, which makes Windows VR headsets compatible with many SteamVR titles, but there’s a small chance that the Odyssey+ could offer native SteamVR compatibility out of the box.

SEE ALSO
Samsung Odyssey Drops to $400 and HP to $200 as Steep Discounts Continue for Windows VR Headsets

Aside from the publicly available documentation, Samsung, like many companies, has submitted a Confidentiality Request to keep the following FCC documents out of the public eye:

  • External photos
  • Internal photos
  • Test set-up photos
  • User manual

The original Odyssey headset has been critiqued for its hit-or-miss ergonomics, and it’s possible that there are changes to the fit and form of the Odyssey+ that aren’t reflected in the specs. We’ll have to wait and see. We’ve have reached out to Samsung for comment concerning the yet to be revealed headset.

The post New Samsung Odyssey+ Headset Revealed in FCC Documents appeared first on Road to VR.

Need A Video Player For Your PC VR Headset? NINE VR Have A Suggestion For You

Sometimes you don’t want to use a virtual reality (VR) headset for a videogame. Sometimes you’re not in the mood for learning about nature or space or something in 360 degrees. Sometimes you just want to watch a standard video in peace. In those situations, you need a reliable video player that can present you with a film you own (or some other video media) in a high quality format without any fuss.

One which is certainly an option for you comes from South Korea and VR start up studio NINE VR. They’ve a new app onto the Steam store which does exactly this just the other day. The programme is called NVR Player (Nine VR Player) and according to the team it can provide VR head mounted display (HMD) owners with ‘not only VR contents but also high-resolution 4K, 8K and 3D videos with ultra-high-definition detail and clarity’.

NVR Player was developed with a focus on VR content playback for anyone to enjoy.” Explained NINE VR CEO Lee Jae Hwan in a statement. “We are trying to develop solutions that will make VR services easily available to anyone on every platform anytime and anyplace.”

NVR Player has support for the HTC Vive and Oculus Rift.  It also supports Windows Mixed Reality HMDs, although curiously just mentions the Samsung Odyssey headset in the company’s press release.  Listed features are as follows.

  • Video files on any hard drives are available.
  • 360/180/2D and 3D(Side by Side, Over and Under) videos support.
  • .mp4, .avi, .mov, and .mkv support.
  • 4k/8k support (additional codecs may be required for 8k).
  • Subtitle support (.srt Format).
  • Playlist support.
  • Brightness, Contrast, and Saturation adjustment support.
  • Playback speed adjustment available.
  • One-Handed Controls available.

NINE VR previously developed mobile VR content service VR World, as well as online VR videogame title VR Battle Royale. It also has other interests in using VR for educational purposes. You can see a video promoting the app below, which includes some pretty neat customisation options for presenting subtitles.

VRFocus will bring you more news regarding new VR apps for headsets from across the industry very soon.

 

Pimax 8K vs. HTC Vive Pro: Ein unfairer Vergleich

Die Pimax 8K VR-Brille hat unter eingefleischten VR-Nerds viele Fans. Kein Wunder, denn die Firma Pimax wagt im Gegensatz zu den etablierten Herstellern einen großen Schritt nach vorne und gibt der VR-Community das, wonach sie schon seit länger Zeit lechzt: mehr Pixel und ein riesiges Field Of View. Die angepriesenen 8K lassen unsere Augen leuchten, lange bevor wir uns selbst von der kristallscharfen Darstellung überzeugen können. Und da liegt das Problem. Der Begriff 8K suggeriert uns eine Darstellungs-Qualität, welche die Pimax 8K einfach nicht erreichen kann. Das führt nicht nur zu dem Problem der nicht zu erfüllenden Erwartungshaltung, sondern lässt die Konkurrenz im Vergleich auf den ersten Blick sehr schlecht dastehen.

Warum 8K nicht gleich 8K ist

Genaugenommen macht Pimax in ihrer Kommunikation gar nicht so viel falsch, denn wenn man den K-Begriff verwendet, ist die Pixelanzahl in der Horizontalen gemeint. Der Vergleich funktioniert solange gut, wie das Seitenverhältnis des Displays gleich oder ähnlich ist. Da Pimax nun im Gegensatz zu allen anderen Herstellern aber die doppelte Breite verwendet, ist der Begriff irreführend. Klar, das ist eine reine Marketing-Entscheidung seitens Pimax. Wir Konsumenten sollten uns aber nicht davon blenden lassen und genauer hinschauen.

Vergleich Auflösung VR Headsets, Compare resolution Pimax Oculus Rift HTC Vive

Pixeldichte statt Pixelsumme

Ein größerer Sichtbereich (FOV) ist bei VR-Brillen eine feine Sache. Doch während den aktuellen AR-Brillen, insbesondere der Microsoft-Hololens, ein größeres FOV sehr gut tun würde, ist dieses nicht das größte Problem bei VR. Der aktuelle Sichtfeld-Standard von rund 100 Grad ist ein guter Kompromiss, der Hardwareanforderungen und Formfaktor, der Geräte im Rahmen hält. Neben dem störenden Kabel bemängeln Anwender hingegen immer wieder die zu geringe Auflösung und in diesem Zusammenhang den Fliegengitter-Effekt. Um dieses Problem zu beseitigen, brauchen die verbauten Displays mehr Pixel auf einer geringeren Fläche. Entscheidend für eine klare Sicht ist dabei aber nicht die Gesamtsumme der Pixel, sondern die Dichte. Beispiel: Wenn ich mir zwei 4K-Monitore an meinen Rechner anschließe, habe ich eine Gesamtbreite von 8K, trotzdem wird das Bild nicht schärfer. Ich habe nur mehr Platz, um meine Fenster abzulegen. Ähnlich verhält es sich bei der Pimax 8K. Ich habe nun einen auf der Horizontalen weiteren Sichtbereich, aber die Auflösung ist immer noch 4K. Daher sollte man bei der Pimax 8K eher von 4K+ sprechen.

Alternative Vergleichswerte

Vergleich Auflösung VR Headsets, Compare resolution Pimax Oculus Rift HTC Vive

Doch was könnten wir tun, um einen besseren Vergleichswert zu haben ohne gleich den Taschenrechner zücken zu müssen? Das einfachste wäre, wenn man anstelle der horizontalen Pixelanzahl die Vertikale nimmt. Man spricht dann von 720p, 1080p oder eben 2160p, was in der Regel 4K entsprechen würde. Bevor der Begriff 4K aufkam, wurde so im Videobereich auch unterschieden. Aus Marketingsicht ergibt es aber mehr Sinn, die jeweils größere Pixelzahl der Seitenlängen zu nehmen.

Pixel pro Grad

Um einen vergleichbaren Wert zu zeigen, nutzen wir in unseren Vergleichstabellen der VR-Headsets den Wert Pixel-pro-Grad (diagonal). Der Wert ist nicht exakt, aber er gibt die ungefähre Anzahl der Pixel-pro-Grad des diagonalen Field-of-Views an. Dieser Wert bildet deswegen nur einen ungefähren Anhaltspunkt, da er auch stark von den verbauten Linsen und dem Abstand der Augen zum Displaypanel abhängt. Zudem ist durch die Krümmung der Linsen die Darstellung in der Mitte des Sichtfeldes schärfer als am Rand. Dennoch ist der Pixel-pro-Grad-Wert ein hervorragender Indikator, um die Bildqualität einer VR-Brille zu beschreiben. Im Grunde lässt sich festhalten: Je höher der Wert, umso besser der Bildeindruck. Die Pimax 8K Brille mit einer Gesamtauflösung von 7680 x 2160 und einem FOV von 200° hat hier einen Pixel pro Grad (diagonal) Wert von: 39,89.

Pimax 8K vs. Vive Pro im Vergleich.

Stellen wir die vertikale Pixelanzahl der Pimax 8K nun gegen die der Vive Pro mit quasi 3K, merken wir, dass zwischen den Geräte eine gar nicht so große Differenz liegt wie man bei 8 gegen 3 vermuten würde. Bei einem 2160p Display ist der Fliegengitter-Effekt naturgemäß noch geringer als bei dem 1600p Display der Vive Pro, doch dies hat seinen Preis. So ist Kantenglättung ein sehr wichtiges Thema, wenn es um den Bildeindruck geht. Fällt bei einem 2160p VR-Headset beispielsweise die Kantenglättung weg, weil der Rechner sonst die 90 Hz nicht mehr flüssig darstellen kann, kann der Bildeindruck bei einem 1600p VR-Headset trotz der geringeren Auflösung schärfer und glatter wirken. Denn ein VR-Headset mit weniger Auflösung kann potenziell eher eine zwei- oder vierfache Kantenglättung ermöglichen, da weniger Pixel auch weniger Ressourcen fressen.

Fazit

Ob nun die Pimax 8K oder die Vive Pro die bessere VR-Brille ist, können und wollen und können wir hier nicht beurteilen, schließlich sind beide VR-Brillen noch nicht erhältlich. Aber auch wenn die Fakten augenscheinlich für die Pimax 8K sprechen, sollte man zwischen den Zeilen lesen. Oder besser gesagt, man sollte die Anzahl der Zeilen ablesen. Diese Zahl sagt mehr zur Bildqualität aus als die der Spalten, also der horizontalen Pixelanzahl. Im direkten Vergleich der vertikalen Pixelanzahl (1600p vs. 2160p) unterscheiden sich beiden VR-Brillen viel weniger, als es auf den ersten Blick den Anschein hat. Der direkte Vergleich der Bezeichnungen 3K vs. 8K ist also nicht angemessen und verzerrt die Realität.

Der Beitrag Pimax 8K vs. HTC Vive Pro: Ein unfairer Vergleich zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!