About the FOV on the Dream Air

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About the FOV on the Dream Air

See the video here:

We'd like to quickly address a few talking points from the community about the Dream Air, specifically about the field of view. This discussion isn't as straightforward as simply shouting a number, so we want to add a bit of nuance.

Let's cut this into several parts. 

Rendered FOV

First, when we talk about FOV, we usually mean the horizontal FOV of both eyes combined. And designing this involves several trade-offs that need to be balanced.

First, it's important to keep the FOV in line with how the optical stack was developed. The Dream Air is designed to provide 110 degrees of horizontal FOV, which is already the largest default FOV of any small-form factor VR headset on the market. Micro-OLED panels have loads of benefits, but they're small so there is a limit to how much FOV we can extract from them before distortions start to become apparent.

So technically, we could get more FOV by sacrificing the fantastic edge-to-edge clarity, or by introducing some geometrical inaccuracies. We don't want distortions, and we also want to adhere to a realistic world scale. So a more realistic way would be to take the FOV directly from the stereo overlap, but this is a balancing act. There's no clear point at which the overlap is too much or too little; it's just design choices that slightly affect the visual experience.

We see online discussions comparing the Dream Air to the Crystal Super micro-OLED, which offers an additional 6 degrees of horizontal FOV, using the same lenses and panels. And yes, those 6 degrees come directly from the overlap, meaning the Dream Air has a better stereo overlap. This doesn't mean that the Dream Air's FOV is artificially reduced. Saying that only tells part of the story. It's simply a different balance between FOV and overlap.

Our reasoning is that with the Dream Air, we're aiming at a wider range of users. We think the Crystal Super micro-OLED is fantastic for flight and racing simmers, who in general prefer a wider field of view. I say in general, because there have also been plenty of simmers who preferred the pre-production sample of the Crystal Super micro-OLED, which had the overlap and FOV amounts of the Dream Air.

Meanwhile, the Dream Air is so small and light, and we also see a lot of interest from roomscale and VRChat users, who may prefer a slightly better overlap. A lot of interactions in VRChat are close up and besides, some VRChat users sometimes do 8 hour long sessions. Therefore, we have given the Dream Air slightly more overlap than the Crystal Super micro-OLED. This decision is totally in line with how these headsets are designed. The Crystal Super has a very angular design, not too dissimilar to the design language of racing rigs. The Dream Air is a totally new design language from Pimax.

Then a second point we see online is people comparing the Dream Air to a competitor product, also with 4K micro-OLED panels and pancake optics, which, using a community-developed plugin, achieves a larger FOV, for some users. And we're completely fine with that.

We're happy with the Dream Air's field of view and incredible sharpness, with the lack of warping or distortions.

That said, be our guest. We will add Labs Mode to Pimax Play, allowing Dream Air users to tweak the field of view through software. Changing this through software is totally free, but it's not the same as a hardware solution.

The 50 PPD QLED Crystal Super is actually a good example for this, because it has both. In Pimax Play it has a Wide FOV mode, and there is the Ultrawide optical engine, which uses the same lenses and panels, but in a slightly tweaked position. Both the software and hardware mode achieve a wider field of view.

When we look at increasing the FOV through software alone, we can choose three methods. We could sacrifice distortions to achieve it, but this is very detrimental to the user experience, as nearly everyone is sensitive to this.

You could try this with other headsets, see how objects are shaped in the peripheral vision. They just get warped. Secondly, we could also change the world scale, but this induces motion sickness. Or, we can take it from the overlap. We feel this is the best option, as people have varying degrees of what they think is a good overlap. This way, you can set it yourself. With the Labs Mode in Pimax Play, the lenses will move inside the IPD range and the sweetspot of the lens, which we feel is big enough for that. This will allow users to change their FOV from 110 to 116, and even 120 degrees. But the default hardware FOV of the Dream Air is still 110 degrees.

Visible FOV

So far we've only spoken about rendered FOV. Visible FOV can never be more than that, but ideally it's as close to the rendered value as possible.  

We are also improving the visible field of view of the Dream Air. The DVT sample that in October went to Germany and the US, had a facemask that was uncomfortable for long sessions. We improved this with the face interface demo'd at CES, but with that interface, we feel it crops the visible field of view, meaning that many people cannot get close enough to the lenses to see the full rendered FOV offered by the panels and lenses. So third time lucky, we're tweaking the facemask to remain comfortable, yet bring the user closer to the lenses, meaning the visible field of view will be more. 
We have a basic mockup here. This first part will be hard plastic, with this part to be made of PU-leather wrapped foam, similar to another very mainstream headset. 
This won't delay shipping. The first batches will still go out with the old face mask, and this will be shipped after those orders. Once this is ready, only this mask ships with the headset.

We will also share the 3D STP file soon, for people to make their own mods. We're looking forward to what you guys can create, because the Dream Air, despite being small, is still extremely modular. We're also sending the headset to Studioform to create third-party options. 

And that's it. We have actually taken in lots of lessons from the last years, but we cannot incorporate all feedback, as doing one thing well means compromise in other areas. The FOV is great, the optics are as distortionless as they get, the sharpness is incredible, and it's all in this stunningly small VR headset. 

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