plagiarize
Banned
That's the number for a single lens. The text under that table contains the stereo FOV (which was imperfectly measured by Doc Ok's own admission), which is approx 94H x 93V. Also, the shape of the display is such that it's weakest with a horizontal and vertical FOV measurement and best with a diagonal (why isn't that a valid form of FOV measurement?), while the Vive is the opposite.
What annoys me about this whole FOV gate deal is that people still dismiss the validity of the choices made for the numbers that provide a misleading understanding of the situation.
Basically, Oculus went with the shape of the viewable area and the shape of the lens (which impacted the FOV) so as to strike a good balance between FOV, SDE and pixel density. They chose to reduce the FOV so as to increase the amount of pixels used on the screen...
and the result in practice is that the perception of the difference in field of view between the Vive and the Rift is negligible to slight (depending on the person and how far their eyes are from the lens).
As if Oculus doesn't have enough real issues to contend with, they gotta have this B.S. problem of people griping about FOV numbers.
Pretty much. Though Durante is off the hook, since he's never cared about SDE and he's always maintained his preference for a round image.
But another plus of what Oculus are doing is that they actually use more pixels than Vive do (because of their FOV shape). So it's like, slightly smaller FOV, slightly more pixels used and somewhat better SDE. Obviously it was a decision, rather than just an inability to have a higher FOV.
They just didn't prioritize FOV above everything else. Now I'm sure some people do, and it's great that they have the option on the Vive and the Vive is going to be their preference, but everything has trade offs here. I think Oculus struck a great balance and I'm really happy with how my Rift looks.
Will I prefer how the Vive's optics and screens look? Maybe. Shouldn't be too long before I get to try one out.