HTC Vive: Difference between revisions
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Vive features dual OLED panel displays of 1080 x 1200 per eye. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is minimal. The only glaring flaw of Vive's display and optics system is the [[Fresnel artifacts]]. The artifacts are caused by [[Fresnel lenses]]' ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high contract elements on the screen i.e. white text on a black background. | Vive features dual OLED panel displays of 1080 x 1200 per eye. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is minimal. The only glaring flaw of Vive's display and optics system is the [[Fresnel artifacts]]. The artifacts are caused by [[Fresnel lenses]]' ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high contract elements on the screen i.e. white text on a black background. | ||
'''Front facing camera''': | |||
A camera is located in the front, bottom of the HMD. The camera can bring up a wide [[FOV]] view of the environment that is in front of you. Players can activate the camera by double tapping of SteamVR controller's "System" button or set it to automatically activate when you wander too close to the [[Chaperone]] boundaries. [[Working in conjunction with Chaperone, the camera create another layer that keeps the player safe while moving around wearing the HMD. | |||
'''Tracking''': | '''Tracking''': |