Due to the large number of VR headsets that will be released this year and next year, I came up with the idea of what improvements and innovations we can expect in the next 2-5 years.
What resolutions will be possible for displays until 2025?
Maybe 6K or even 8K per eye and 210 degrees FOV?
Especially which resolution for displays in sizes from 5 to 5.5 inches?
Does Pimax perhaps already have plans or ideas in this direction? From experience I think that Pimax will play a big role, because they always try to reach the end of what is technically possible. With other manufacturers it will take longer. Of course pimax will have to work on their construction sites first, but if we expect cutting edge technology, then it is most likely to come from Pimax themself in the next few years.
Maybe @PimaxUSA and @SweViver could tell us something about the future development of Pimax VR Headsets and what we can except in the next 2-5 years from Pimax themself or in general.
It would also be very interesting to hear about any existing plans for future pimax headsets.
A big thank you in advance to @PimaxUSA and @SweViver for their participation in this discussion.
I would like to see a HMD like the 8kx with higher refreshrate (~120Hz) on large FOV without distortion. Great “binocular overlap” for very intense immersion. The displays doesnt even need to be Oled… = then please take all my money!
I’m thinking about wireless using WiFi 6E. OLEDs with RGB stripe. Maybe microLEDs in 2025 which enable HDR displays. I also see a huge potential for high resolution low-latency video passtrough with realtime depth maps that would allow perfect mixed reality experiences. But we should not only look at future hardware specs. Having the right software will be as important. Here I see a huge benefit in applying even more deep learning for hand tracking or object identification. We will be using cominations of eye tracking, hand tracking and voice recognition to control our apps. Advanced eye tracking will utilize saccades and blinking for redirected walking in smaler places. More advanced brain wave sensors build into the face cushion will enable better prediction of movements which is important to bring the overall latency of cloud rendering approaches into an acceptable range.
Well I think 120 hz is pretty much optimal already, most don’t seem to see the difference between 120 and 144, let alone even higher. Also, 4k per eye will be really nice but will 8k make it that much better? I think we either have hit or are are hitting soon the optimal values there, or at least, for the majority of the population.
Things I’d like to see improved:
Lenses (distortion free, higher FoV)
Comfort (for example weight and size)
I think these factors are soon going to be more important than just pumping up the refresh rate and resolution. And indeed varifocus, like @Axacuatl mentioned, is going to be a big thing.
Chromatic aberration correction for Pimax headsets is done in software. Lenses-off photos by SweViver clearly showed this, to such a significant fraction of the display, it still shocks me that it can be done to single-pixel accuracy.
The benefit of mirrors would be that they can be made from lightweight honeycomb carbon fiber composites, milled to exactly the correct profile, polished, and sputter coated. Then if the displays are semi-transparent OLED, you can put them right in front of the eyes, resulting in a VR headset that looks like a huge box, but in fact is far lighter weight, and places the remaining heavy components (glass/silicon panel displays) in the least topheavy locations.
Thing is, you have to keep in mind geometric disadvantage and total weight are the problems, not size.
What is required for good immersion? Biological restrictions define the limit.
Horizontal binocular FOV is about 214°, one eye requires 120° (monocular) FOV Vertical monocular FOV is 130°, +60°~70 and -70~80.
The binoclular 3D view is horizontal about 90°.
Condition: look straight forward. That´s not the way it works.
Additional we can move our eyes, abduction about 50°, depression about 60°, elevation about 45°. That does not broaden the binocular FOV but broadens the 3D view, that need to be rendered.
Because we can move our eyes, add horizontal 90° 3D view and 50° abduction, Your result will be horizontal 140° and vertical 60° plus 105° equals 165° overlap of the required displays.
Because of sharp view in a limited area, that horizontal area round about 100° requires higher resolution for better immersion. The regions outside sharp view require lower resolution.
So an eye tracking is required, to enable foveated rendering. That excludes all sniper solutions like hololens etc.
Additionally I think, we need AR VR combined and easily changed. For Full immersion, even for concentrated work, not only for games, VR is required. For a lot of future applications we will have a mixture of AR and VR.
A very important requirement is, You need to have a solution that enables to wear glasses, or to compensate eye-illnesses like myopic or hyperopic in a fair range.
Because AR relies on transparent displays, I expect LED displays. Because of VR solution we need a shutter function for the eyes, I expect something in design of steam punk googles.
Have a look at the panasonic google design, then combine with 210 Fov and Varjo foveated rendering and multidisplay solution, take something StarVR in, add Pimax FOV. It should be lightwight, and wireless, lagfree, seamless display sync without stuttering or framedrops.
That would replace any monitor and TV, a true killer application.