Display Maker Demonstrates Flagship OLED VR Display & Pancake Optics, Its Best Yet

Display manufacturer Kopin recently demonstrated its latest VR display and pancake optic which promises higher resolution and more affordability for future VR headsets.

Most modern VR headsets take on the ‘box on your face’ form-factor because of a simple display architecture which necessitates a certain distance between the display and the lens. In the effort to make VR headsets more compact in the near-term, so-called ‘pancake optics’ are emerging as a leading candidate. These more complex optics reduce the distance required between the display and the lens.

Why Are Today’s Headsets So Big?

Photo by Road to VR

It’s natural to wonder why even the latest VR headsets are essentially just as bulky as the first generation launched back in 2016. The answer is simple: optics. Unfortunately the solution is not so simple.

Every consumer VR headset on the market uses effectively the same optical pipeline: a macro display behind a simple lens. The lens is there to focus the light from the display into your eye. But in order for that to happen the lens needs to be a few inches from the display, otherwise it doesn’t have enough focusing power to focus the light into your eye.

That necessary distance between the display and the lens is the reason why every headset out there looks like a box on your face. The approach is still used today because the lenses and the displays are known quantities; they’re cheap & simple, and although bulky, they achieve a wide field-of-view and high resolution.

Many solutions have been proposed for making VR headsets smaller, and just about all of them include the use of novel displays and lenses.

Pancake Optics (AKA Folded Optics)

What are pancake optics? It’s not quite what it sounds like, but once you understand it, you’d be hard pressed to come up with a better name.

While the simple lenses in today’s VR headsets must be a certain distance from the display in order to focus the light into your eye, the concept of pancake optics proposes ‘folding’ that distance over on itself, such that the light still traverses the same distance necessary for focusing, but its path is folded into a more compact area.

You can think of it like a piece of paper with an arbitrary length. When you fold the paper in half, the paper itself is still just as long as when you started, but its length occupies less space because you folded it over on itself.

But how the hell do you do that with light? Polarization is the key.

Image courtesy Proof of Concept Engineering

It turns out that beams of light have an ‘orientation’ which is referred to as polarization. Normally the orientation of light beams are random, but you can use a polarizer to only let light of a specific orientation pass through. You can think of a polarizer like the coin-slot on a vending machine: it will only accept coins in one orientation.

Using polarization, it’s possible to bounce light back and forth multiple times along an optical path before eventually letting it out and into the wearer’s eye. This approach, known as pancake or folded optics, allows the lens and the display to move much closer together, resulting in a more compact headset.

Kopin is an electronics manufacturer best known for its microdisplays. In recent years the company has been eyeing the emerging XR industry as a viable market for their wares. To that end, the company has been steady at work creating VR displays and optics that it hopes headset makers will want to snatch up.

At AWE 2022 last month, the company demonstrated its latest work on that front with a new plastic pancake optic and flagship VR display.

Kopin’s P95 pancake optic has just a 17mm distance between the display and lens, along with a 95° field-of-view. Furthermore, it differentiates itself as being an all-plastic optic, which makes it cheaper, lighter, more durable, and more flexible than comparable glass optics. The company says its secret sauce is being able to make plastic pancake optics that are as optically performant as their glass counterparts.

Photo by Road to VR

At AWE, I got to peak through the Kopin P95 optic. Inside I saw a sharp image with seemingly quite good edge-to-edge clarity. It’s tough to formulate a firm assessment of how it compares to contemporary headsets as my understanding is that the test pattern being shown had no geometric or color corrections, nor was it calibrated for the numbers shown.

You’ll notice that the P95 is a non-Fresnel optic which should mean it won’t suffer from the kind of ‘god-rays’ and glare that almost every contemporary VR headset exhibits. Granted, without seeing dynamic content it’s tough to know whether or not the multi-element pancake optic introduces any of its own visual artifacts.

Even though the test pattern wasn’t calibrated, it does reveal the retina resolution of the underlying display—Kopin’s flagship ‘Lightning’ display for VR devices.

Photo by Road to VR

This little beauty is a 1.3″ OLED display with a 2,560 × 2,560 resolution running up to 120Hz. Kopin says the display has 10-bit color, making viable for HDR.

Photo by Road to VR

Combined, the P95 pancake optic and the Lightning display appear to make a viable, retina resolution, compact display architecture for VR headsets. But it isn’t necessarily a shoe-in.

For one, the 95° field-of-view is just barely meeting par. Ostensibly Kopin will need to grow its 1.3″ Lighting display larger if it wants to meet or exceed what’s offered in today’s VR headsets.

Further, the company wasn’t prepared to divulge any info on the brightness of the display or the efficiency of the pancake lens—both of which are key factors for use in VR headsets.

Because pancake lenses use polarized light and bounce that light around a few times, they always end up being less efficient—meaning more brightness on the input to get the same level of brightness output. That typically means more heat and more power consumption, adding to the tradeoffs that would be required if building a headset with this display architecture.

Kopin has been touting its displays and optics as a solution for VR headsets for several years at this point, but at least in the consumer & enterprise space they don’t appear to have found any traction just yet. It’s not entirely clear what’s holding the company back from break into the VR space, but it likely comes down to the price or the performance of the offerings.

That said, Kopin has been steadily moving toward the form-factor, resolution, and field-of-view the VR industry has been hoping for, so perhaps the P95 optic and latest Lightning display will be the point at which the company starts turning heads in the VR space.

JDI Starts Mass Production on 1,058 ppi High Pixel Density LCD for VR Glasses

Japan Display Inc. (JDI), a display conglomerate created by Sony, Toshiba, and Hitachi, today announced the mass production of a new high pixel density, 2.1-inch 1,058 LCD display created for VR ‘glasses’ style headsets.

The low temperature polysilicon (LTPS) TFT-LCD panel is said to use a special optical design that is intended to appeal to manufacturers looking to build smaller, lighter glasses-type headsets. Notably, the company says in a press release that its new display is used in VR glasses that have already been introduced to the market.

The company’s new 2.1-inch 1,058 ppi panel boasts a 1,600 × 1,600 resolution in its square format; JDI is also offering variants with corner-cut shapes. Clocked at 120Hz, the panel has a 4.5 ms response time, global blinking backlights, and a brightness of 430 nits.

Although unconfirmed at this time, Pico’s impressive VR Glasses prototype unveiled at CES earlier this year included a 1,600 × 1,600 panel, albeit clocked at 90Hz, which likely has more to do with the constraints of a mobile chipset’s ability to render at a supposed full 120Hz capability.

Why so small? Pico is able to offer this smaller form factor by using much thinner ‘pancake’ optics, which cut the optical path significantly by ‘folding’ it back on itself through the use of polarized light and multiple lens elements.

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JDI’s previous VR display, revealed in Summer 2018, was larger at 3.25 inches, but at a slightly lower pixel density of 1,001 ppi. The panel, which was 2,160 × 2,432 resolution and also clocked at 120Hz, did however boast a lower latency of 2.2 ms.

It seems with this downsizing from larger, more conventional display down to smaller ones, JDI is making a significant bet on the upcoming appeal of smaller form factor headsets. A few key trade-offs to VR ‘glasses’ as they are now is off-board processing, either by a dedicated compute unit or smartphone, typically a lack of 6DOF tracking, and a slightly lower field of view. That said, removing using friction by making VR headsets lighter and smaller may appeal to users looking to watch traditional streaming video and browsing the 2D web.

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AUO to Showcase 1,688 PPI Display with HDR for VR Headsets

Taiwan-based display and electronics maker AUO plans to showcase a range of new displays this week, including a 2.9-inch 3.5K × 3.5K display with HDR capabilities for VR headsets.

AUO announced Monday that it plans to showcase its newest displays during the annual Display Week event this week in Silicon Valley. Among its latest wares is a 2.9-inch LTPS LCD display made for VR headsets.

Beyond simply having a very impressive resolution of 3,456 × 3,456 (1,688 PPI) per display, AUO says the new display uses mini LED backlighting which affords it up to 2,304 dimming zones for HDR.

HDR (High Dynamic Range) is the ability of a display to produce ranges of brightness that far exceed standard displays, thereby allowing the display to more realistically portray varying levels of brightness, especially for high brightness content like scenes with bright sunlight, fire, explosions, and more. No commercially available VR headsets offers HDR capabilities.

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Though the HDR capabilities of AUO’s display can’t be controlled on a per-pixel basis, the 2,304 dimming zones spread across the display can be adjusted individually to boost brightness where needed according to the current frame.

Other specs of the display are still unknown: refresh rate, response time, contrast ratio, and response time of the HDR zones, and it isn’t clear what challenges the latter could pose for critical VR-specific display characteristics like low-persistence.

The company says that some of its other new LTPS LCD displays (not intended for VR) boast a 120Hz refresh rate, 8.3ms response time, and up to 1,000 nits peak brightness, though it isn’t clear if these specs are shared by the VR display.

AUO plans to show the new HDR VR display this week at Display Week, though hasn’t spoken of price or availability of the display.

The post AUO to Showcase 1,688 PPI Display with HDR for VR Headsets appeared first on Road to VR.

Samsung “Anti SDE” Trademark Suggests New VR Display Tech Coming to Market

Samsung filed an interesting trademark with the European Union Intellectual Property Office recently which suggests the company is working on a new AMOLED display for VR that specifically addresses the screen door effect (SDE).

The screen door effect is a visual artifact of displays such as those used in the Rift and Vive. Because there are unlit gaps between pixels or subpixels, they can become more visible when viewed under VR optics, creating unsightly grid-like lines which appear like fine linen mesh, or screen doors between the user and the content.

Uncovered by Dutch website GalaxyClub.nl, the Korean tech giant applied for the name ‘Anti SDE AMOLED’ last Friday. There isn’t any supporting information outside the actual name of the supposed display, but considering it directly references SDE, it’s very likely the company is taking its next step in making more VR-specific hardware.

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There’s a number of ways to reduce SDE in VR headsets. One way is by creating higher ‘fill factor’ panels, which reduces the spaces between pixels and subpixels. Packing in the pixels at a high PPI (pixel per inch) density, while not a guaranteed way to reduce perceived SDE, does help overall as well. Like with Rift, panel makers can also apply a diffusion layer on top of the display, which diffuses light emitted by pixels in order to compensate for the unlit spaces between them (less desirable because it reduces clarity).

Healthy speculation: Samsung showed off a 2.43-inch, 3,840 × 2,160 resolution (120Hz) panel at SID Display Week in May, which featured 1,200 PPI – a clear 2.6 times higher PPI than Rift or Vive’s 460 PPI. It’s possible the company is basing their work off this prototype with the intention of bringing it to market via other manufacturers (Vive Pro contains Samsung displays), or use it in their own bespoke VR headset. Again, we just don’t know, but we’ll certainly be keeping our eyes peeled for a what could be a solution to the screen door effect.

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DigiLens is Developing a Waveguide Display for 150 Degree XR Headsets

DigiLens, a developer of transparent waveguide display technology, says it’s working toward a waveguide display which could bring a 150 degree field of view to AR and VR (or XR) headsets. The company expects the display will be available in 2019.

Founded in 2005, DigiLens has developed a proprietary waveguide manufacturing process which allows the company to “print” light manipulating structures (Bragg gratings) into a thin and transparent material wherein light can be guided along the optic and be made to project perpendicularly, forming an image in the user’s eye. While DigiLens isn’t the only company which makes waveguide displays, they claim that their process offers a steep cost advantage compared to competitors. The company says they’ve raised $35 million between its Series A and B investment rounds.

DigiLens Founder & CTO Jonathan Waldern| Image courtesy DigiLens

While DigiLens’ displays have primarily been used in HUD-like applications, the company is increasingly positioning its wares toward the growing wearable, AR, and VR industries. At AWE 2018 last week, DigiLens Founder & CTO Jonathan Waldern told me that the company expects to offer a waveguide display suitable for AR and VR headsets which could offer a 150 degree field of view between both eyes. He said that a single display could be suitable for AR and VR modes in the same headset by utilizing a liquid crystal blackout layer which can switch between transparent and opaque, something which DigiLens partner Panasonic has developed. A clip-on light blocker or other type of tinting film ought to be suitable as well.

Key to achieving such a wide field of view will be condensing the display down to a single grating, Waldern said. Until recently the company’s displays used three gratings (one each for red, green, and blue colors), but DigiLens recently announced that their latest displays can use just two gratings by splitting the green channel between the red and blue layers.

Image courtesy DigiLens

As waveguides are limited by the refractive index of the optical material, moving all colors into a single grating will allow multiple gratings to instead be used to transmit multiple slices of the image along each layer and then be aligned during projection, offering a wider field of view than a single grating could support.

While DigiLens plans to make this wide field of view waveguide display available in 2019, it will take longer until we’re likely to see it in a commercially available headset, since it will be up to another company to decide to build a headset using the display. And while DigiLens doesn’t make headsets themselves, it’s likely that it will develop a reference headset as it has done for its other displays.

Image courtesy DigiLens

With its current dual-grating display, DigiLens has partnered with smart helmet company Sena to offer its MonoHUD display (25 degree diagonal FOV) as a HUD for motorcyclists. That product will soon launch priced at $400, which DigiLens says has been made possible by a new “inkjet coating manufacturing process,” which brings improved visual quality and “significantly less cost,” so there’s hope that their wide FOV display could reach consumer price points as well.

Image courtesy DigiLens

The company is also presently developing a reference headset for what they call EyeHUD, a mono display in a glasses-like form factor that’s designed as a smartphone companion device.

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LG Develops AI-based Tech to Reduce Latency & Motion Blur in VR Displays

South Korean tech giant LG Display and a team from Sogang University in Seoul have collaborated on a new AI-based content creation technology that’s designed to address the issue of latency and motion blur in VR headsets – well ahead of the mounting race for higher and higher display resolutions.

For good reason, VR hardware developers are adamant about low motion-to-photon latency, or the amount of time between an input movement like a head turn, and when the screen updates to reflect that movement. High latency between what the user does and what they see can cause nausea.

Ideally that latency should be under 20ms, and while current consumer VR headsets have mostly solved this issue, a new wave of ever higher resolution headsets presents the same engineering challenge yet again. VR display latency and motion blur, or what happens when a display’s pixels don’t illuminate fast enough, are the two big targets for LG and Sogang’s new AI tech.

Motion blur caused by full persistence display – Image courtesy Oculus

“The core of the newly developed technology is an algorithm that can generate ultra-high resolution images from low-resolution ones in real time. Deep learning technology makes this conversion possible without using external memory devices,” the team told Business Korea.

LG and the Sogang University team’s technology is said to both boost power efficiency and make high resolutions possible on mobile headsets. The team says their AI-based setup “cuts motion to photon latency and motion blurs to one fifth or less the current level by slashing system loads when operating displays for VR.”

To test the system’s latency and motion blur, the team also created a device sporting a precision motor that simulates human neck movements and an optical system based on the human visual system.

“This study by LG Display and Sogang University is quite meaningful in that this study developed a semiconductor which accelerates with low power realized through AI without an expensive GPU in a VR device,” said professor Kang Seok-ju, who has carried out this study since 2015 and leads the research team.

LG recently partnered with Google to produce an 18 Mpixel, 4.3-in 1,443-ppi 120Hz OLED display made for wide field of view VR headsets, showing off their display at SID Display Week a few days ago. Google claims the panel is the “world’s highest resolution OLED-on-glass display”

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Here’s a Look Inside Both Samsung & JDI’s High Pixel Density VR Panels

SID Display Week played host to a number of big names in display technology showing off their respective high pixel density VR panels. UploadVR’s Ian Hamilton was on the scene, and managed to get a pretty good capture of both Samsung’s and JDI’s panels with his iPhone 8 camera.

Samsung showed off their 2.43-inch, 3,840 × 2,160 resolution (120Hz) panel through the lenses of a VR headset, although it appears from UploadVR‘s video that only static imagery was shown to SID Display Week attendees. The panel on display features 1,200 pixels per inch (PPI), and although not explicitly mentioned, is probably a derivation of their OLED VR panel first shown at Mobile World Congress last year.

Japan Display Inc. (JDI), a display conglomerate created by Sony, Toshiba, and Hitachi, debuted their high pixel density display at Display Week, showing off the 3.25-inch, 2,160 × 2,432 resolution TFT-LCD (120Hz). JDI’s panel features 1,001 PPI. As opposed to Samsung’s display, attendees were treated to a moving scene.

According to a recent tweet by Hamilton, the screen door effect (SDE) was is still apparent on Samsung’s display, while JDI’s display had a marked reduction of SDE to the point where he couldn’t see it at all.

These displays likely take a good amount of graphical rendering power to run at such high resolutions and fresh rates, so it makes sense why they were displayed in cases rather than a wearable VR headsets.

Foveated rendering is touted as a solution to the current ‘brute force’ method of displaying the full resolution of a scene across the majority of the display, and utilizes eye-tracking and a dedicated rendering pipeline in order to show the highest resolution image in the center of the photoreceptor-dense part of the eye, the fovea, making these sorts of panels viable even for mobile VR headsets.

As an added bit of info: both panels were shown using standard refractive lenses, like those found in Gear VR, and not the more common Fresnel lenses found in current generation mobile VR headsets such as Google Daydream, Oculus Go, and HTC Vive Focus—something likely done to not muddy the view with visual artifacts associated with Fresnel lenses such as ‘god rays’, or faint streaks or glares of light that are most noticeable when looking at bright objects against a dark background.

Our friends over at UploadVR also have an interesting piece on Google And LG’s new 1,443 PPI VR display, also debuted at SID earlier this week.

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INT Announces 2,228 PPI High Pixel Density AMOLED for VR Headsets

When we saw the news that JDI, the Japanese display conglomerate founded by Sony, Toshiba and Hitachi, were developing a 1001ppi LCD display for VR headsets, it was clear that the race for ever-higher pixel densities was still alive and well. Now, we learn INT, a Taiwan-based display design firm, is developing a 2228 ppi AMOLED specifically designed for VR headsets.

Announced in a fairly sparse press release, not much is known about the company’s 2228 ppi AMOLED, which is built on a glass substrate. INT hasn’t provided any specs outside of the display’s pixel density and the fact that it’s an on-glass AMOLED.

High pixel densities are necessary to reduce screen door effect – the visible lines between pixels, which when magnified by VR lenses, become much more apparent. To boot, the company says the glassbased display “is much more economical and can be made in larger size, thus improve FOV significantly.”

Image courtesy INT

Because INT hasn’t detailed the size of the panel, it’s impossible to say where it fits on the spectrum of VR hardware. It could be a ~3 inch panel that would essentially replace standard displays like you find in the Oculus Rift or HTC Vive, or an incredibly small microdisplay destined to function in headsets such as Varjo’s ‘bionic display’, which uses two displays per eye—a standard resolution ‘context display’ and a much smaller, but higher ppi ‘focus display’ that is mirrored to the fovea region of the eye and synced via eye-tracking to essentially increase the perceived overall resolution.

Considering however the company says it can be produced in a larger size format, we’re hopeful that means it’s possible to manufacture a more wide-reaching standard display size.

For comparison, both the Vive and Rift use a pair of 1080 × 1200 displays with a ppi of ~456. Currently the market leaders in pixel density are Samsung Odyssey and HTC Vive Pro, both with the same Samsung-built panel at ~615 ppi. So the new INT display should have around a 390% higher ppi than Rift/Vive, and around 260% more than HTC Vive Pro/Samsung Odyssey—a staggering increase that would likely require foveated rendering, a technique that displays a VR scene at the center of the user’s photo-receptor-dense fovea, and at its highest resolution.

The image below (from JDI) demonstrates the dramatic increase in acuity that can be had from such high-pixel-dense displays.

Image courtesy JDI

Dubbing it UHPD (Ultra High Pixel Density), INT is slated to show off their display at the Poster Session of the upcoming SID Display Week, which takes place May 22 – 24 in Los Angeles, CA.

Both JDI and Google are presenting high-pixel-density displays at SID Display Week, with Google showing their 1443ppi OLED on-glass display there as well. We’ll certainly be reporting on whatever comes out of it, so check back then.

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Kopin’s ‘Elf’ Headset is Impressively Compact, More Than 3x the Pixels of Rift and Vive

Kopin is touting a new prototype VR headset featuring their 4K OLED ‘Lightning’ microdisplay that they say is made specifically for VR. At nearly half the size of other headsets, and made from lightweight materials, the device feels featherlight compared to VR products on the market today.

Update (8/19/17): Following my hands-on with Kopin’s ‘Elf’ headset at E3 where I got to look at the form-factor, I recently met with the company at the Silicon Valley offices of Goertek—Kopin’s manufacturing partner—to get a look inside a working demo of the headset.

Side and Weight

Photo by Road to VR

The functional Elf headset prototype was the same impressively small form-factor as I saw previously, featuring a pair of Kopin’s 1-inch ‘Lightning’ displays each with a 2,048 x 2,048 resolution and 120Hz refresh rate. The headset isn’t just significantly more compact than others—at just 220 grams it’s less than half the weight of the Rift and Vive (though at this point it’s lacking integrated audio, IPD adjustment, or positional tracking tech, which would require additional hardware and weight).

Connection

Photo by Road to VR

The headset connected to the host PC with DisplayPort and USB plugs which came together into a single thin cable that plugs into the headset with a USB-C connector. Kopin has developed an OpenVR driver to allow the headset to operate with SteamVR content.

Dark (for now)

Photo by Road to VR

The demo I was shown through the Elf prototype was a SteamVR game called InMind 2 VR. In the demo I was looking at models of brain neurons. The first thing I noticed when I put on the headset was how dark the image was. I could see fine, but it definitely seemed darker than it should be. When I asked Kopin about this they said that the display isn’t finalized and they expect to double the brightness by the time they are manufacturing them for sale.

Field of View

The second thing I noticed was the field of view which felt much closer to Google’s Daydream headsets than what you’d be used to with the Rift, Vive, or PSVR. Kopin said the prototype I was looking through was a 70 degree field of view, and that they’re working on developing different lenses to offer 80 and 100 degree fields of view (and I got to look through early versions of those lenses; more on that later). On the 70 degree prototype, the ‘binocular’ feeling (of having very noticeable dark circles around your field of view) was quite apparent. Despite the incredibly smooth and sharp image I was seeing, the low field of view is an immersion killer so it’s a good thing that Kopin is also developing lenses with a wider view.

Image Fidelity

With more than three times the pixels than the Rift and Vive (2,048 x 2,048 vs. 1,080 x 1,200), it looked stunningly sharp (pixel density in this case is getting an extra boost from the lower field of view too). Individual pixels are all but invisible, and I couldn’t make out any screen door effect. Since the 70 degree FoV lens isn’t Fresnel, I didn’t see any god ray artifacts (which are prevalent on the Rift and Vive), nor did I spot any chromatic aberration. I didn’t see any obvious mura issues which is good, but would want more time in the headset to be sure that there is none. Also, because this is a micro OLED display, the blacks were very deep. However, I didn’t get a chance to see the right scene to assess whether or not there was any black-smearing present.

Distortion and Correction

The Elf headset is made entirely to show off the display and lenses, so right now there’s no positional tracking tech built in. That means that in my demo the headset was only tracking rotation. The tracking felt fine and seemed exceptionally ‘smooth’ (likely thanks to the 120Hz refresh rate) though as I turned my head I noticed quite a bit of distortion warping the view around the periphery which seemed to be due to the lenses. Kopin says they are still working on the driver for the headset and tweaking the distortion correction; they seem confident that once the lenses and driver are finalized they’ll be able to eliminate the warping.

The Cost of a Wider Field of View

Photo by Road to VR

I also got to see prototype versions of Kopin’s 80 and 100 degree field of view lenses (backed by the same Lightning display) which were hooked up to a test board rather than built into a headset. The 80 degree lens was a two-element Fresnel and was much brighter than the 70 degree or 100 degree. It was clear that the field of view on the 80 was wider, but since it wasn’t hooked up to a headset with headtracking, it was difficult to get a good sense for how immersive it could feel.

The 100 degree lens was a two-element non-Fresnel and it was dark like the 70 degree lens. Although the lens itself may provide a 100 degree field of view, at that field of view you can see the edges of the display which, in my opinion, is less immersive than having a smaller field of view where you can’t see the edges of the display.

Kopin plans to develop larger displays in the future, which could mean a larger field of view without visible edges, but they won’t be ready for several years yet. Given that, Kopin’s 80 degree field of view option seems to be the best sweet spot presently for immersion and image fidelity. The big question will be: to what extent are consumers willing to trade field of view for image fidelity?

Elf is a Pitch, Not a Product

Photo by Road to VR

One important thing to remember about all of the above is that Elf headset is not going to become a product, it’s simply a pitch for Kopin’s VR microdisplays and Goertek’s manufacturing capabilities. The company’s hope is that a consumer electronics company will want to produce a product based on the Lightning display, and the Elf headset is the demo to sell them on the form-factor that it enables. Goertek says that the companies are “actively marketing” the Elf headset to potential consumer electronics companies. That means that an end product containing Kopin’s Lightning display might end up looking quite a bit different than the Elf headset today. In fact, although Elf is tethered, Kopin says that the foundation of the headset is also suitable for all-in-one mobile VR headsets.


The original article continues below, which speaks to Kopin’s long term plans for developing VR displays (including those of higher resolution and large size), and the microdisplay vs. traditional approach to VR displays.

Original Article (6/14/17): Kopin is a publicly traded display manufacturer that was founded in 1984. With the massive buzz generated by VR, the firm has developed a roadmap for manufacturing displays specifically for VR headsets. Microdisplays by their nature are small and incredibly pixel dense, and also capable of high refresh rates.

The first microdisplay that Kopin is positioning for VR is what they’re calling ‘Lightning’, a 1-inch display with 2,048 x 2,048 per-eye resolution and running at a whopping 120Hz. With the Rift and Vive using displays of 1,080 x 1,200 pixels, Kopin’s Lightning display has just over 3.2 times as many pixels, and runs substantially faster than the 90Hz refresh rate of those headsets.

Photo by Road to VR

The tiny size of the microdisplay also brings another advantage: the potential for a much shorter focal length. Consumer VR headsets on the market are all roughly the same bulk size, not because we can’t design smaller enclosures, but because the physics of light requires that the displays be a certain distance from the lenses in order to present a focused image to the user’s eye. A smaller image allows for a shorter focal length, which means the displays don’t need to be as far from the lenses, potentially resulting in a much more compact headset.

Kopin has worked with Chinese ODM Goertek to develop a prototype VR headset that employs their Lightning microdisplay. The result is an incredibly compact and lightweight device that is an absolute joy to wear compared to the bulk of today’s consumer headsets.

Photo by Road to VR

I got to handle and wear a functional prototype at E3 2017, but unfortunately I didn’t actually get to see VR content through it since, according to the company, the only computer the company had on hand that was cooperating with the demands of driving a custom 4,096 x 2,048 resolution across both displays at 120Hz had to be shipped off to CES Asia (another conference which is also running this week). I expect to meet with Kopin again in the near future to see content running on the prototype headset; for now I can only talk about the form factor.

Compared to the consumer headsets on the market today, even the very lightest among them (like Gear VR and Daydream View) the Kopin prototype headset feels feather-light (note that it was missing a small driver-board for the displays which would add a slight bit to the weight). A single flexible strap that goes around the back of your head holds the device on your face with ease, no top strap required. The shell was made from a thin and extremely lightweight plastic. It was rigid, but it’s unclear to me if the durability of this material is enough to stand up to consumer usage; they may need to shift to a thicker or more durable material which could push the weight up some.

Photo courtesy Kopin

In photos alone it’s hard to appreciate how much smaller the Kopin headset is than others, but it feels much closer to the size and weight of a pair of ski goggles; it hugs close around your eyes without taking over so much of your face. It’s not nearly as ‘deep’ either, meaning it doesn’t jut out so far from your face. The slender profile compounds with the light weight since the leverage is not nearly as great as it would be with a bigger enclosure sticking further out from your face.

Photo by Road to VR

If and when most immersive VR headsets achieve this form factor, it’s going to make a massive difference in comfort and ease-of-use for VR.

Continued on Page 2: Microdisplay Tradeoffs »

The post Kopin’s ‘Elf’ Headset is Impressively Compact, More Than 3x the Pixels of Rift and Vive appeared first on Road to VR.

Samsung’s New VR Display Has Nearly 3.5x More Pixels Than Rift & Vive

At last week’s Display Week 2017 conference, Samsung showed off a new ultra-high resolution display for VR headsets that more than triples the pixel count of the displays in the Oculus Rift and Vive.

A new display from Samsung targeting use in VR headsets packs a whopping 2,024 x 2,200 pixels into a 3.5″ form-factor, delivering an impressive 858 PPI, nearly twice the 460 PPI of the Rift and the Vive. The display is also capable of a 90Hz refresh rate and 100 nits brightness. From a raw pixel-count standpoint, Samsung’s new VR display has 3.4 times the number of pixels in those headsets.

The new display was shown off by the company at Display Week 2017. Seen in photos posted to Reddit by user ‘Krenzo’, the display was shown side-by-side against what we presume to be the same 3.5″ 1,080 x 1,200 display presently used in the Rift and Vive. Both the old display and the new were shown inside Gear VR shells; seen through the lens was a high-resolution image of Where’s Waldo for comparison.

Photos through the lens of each headset shared by Krenzo reveal a major reduction in the so-called ‘screen door effect’ and the visibility of individual pixels seen on Samsung’s new VR display.

Samsung currently provides the displays in both the Rift and Vive—both of which use two individual displays of 1080×1200 resolution per-eye with a 90Hz refresh rate—which means it’s quite likely that this new display is destined for future generations of those headsets.

Samsung also makes the smartphone displays in the company’s Gear VR compatible phones which actually have a higher 1,440 x 1,280 per-eye resolution than the Rift or Vive, but are not as suitable for those headsets due to the aspect ratio.

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Even when compared to the higher resolution Gear VR display, the new Samsung VR display has 2.4x more pixels and a substantial increase in PPI.

The post Samsung’s New VR Display Has Nearly 3.5x More Pixels Than Rift & Vive appeared first on Road to VR.