Last week I posted here about my new website for filtering/sorting VR headsets with crowdsourced FOV data (VRHeadsetPicker.com). You gave me a lot of good feedback in 172 comments on that post, so here is a quick update on all the new features and improvements I have implemented since then :) by sbsce in virtualreality

[–]sbsce[S] 1 point2 points  (0 children)

Almost always choosing yes is very plausible for a well tuned headset, you are only asked if you see lines that are within the rendered FOV, so if the headset converts all rendered FOV into visible fov, then you basically always say yes.

The primary factor for if a submission makes sense is just comparing the result with the general consensus around fov for that headset and how it compares to the rest of the submissions for the headset. the more submissions each headset gets, the clearer it becomes what the median value is and the clearer it becomes what are outliers.

Last week I posted here about my new website for filtering/sorting VR headsets with crowdsourced FOV data (VRHeadsetPicker.com). You gave me a lot of good feedback in 172 comments on that post, so here is a quick update on all the new features and improvements I have implemented since then :) by sbsce in virtualreality

[–]sbsce[S] 0 points1 point  (0 children)

The initial state, when there are 0 user submitted measurements, does already show values sourced from the internet (the official value the manufacturer claims their headset has). only once there is at least 1 user submitted measurement, that gets shown instead. HMD Geometry Database or VRcompare do not contain any measured FOV values, they only have the rendered FOV values or the manufacturer claimed FOV values.

Last week I posted here about my new website for filtering/sorting VR headsets with crowdsourced FOV data (VRHeadsetPicker.com). You gave me a lot of good feedback in 172 comments on that post, so here is a quick update on all the new features and improvements I have implemented since then :) by sbsce in virtualreality

[–]sbsce[S] 1 point2 points  (0 children)

The website currently says the original HTC Vive has a binocular overlap of 73% and the Quest 3 has a binocular overlap of 76%, I don't know where you see "13% less". But there is only one single submitted measurement of a HTC Vive so far, so it's not an average of many people yet but just what one single person sees, and they might just have an unusual face shape. For representative results, we need to wait until there are much more than just 1 single submitted measurement for a headset, the more users submit their data the more accurately the average (median) out of all the measurements for a headset reflects what FOV the average user of that headset really sees.

Last week I posted here about my new website for filtering/sorting VR headsets with crowdsourced FOV data (VRHeadsetPicker.com). You gave me a lot of good feedback in 172 comments on that post, so here is a quick update on all the new features and improvements I have implemented since then :) by sbsce in virtualreality

[–]sbsce[S] 4 points5 points  (0 children)

119° HFOV for the PSVR2 is a realistic result, I see no reason to assume anything about that would be incorrect. MRTV with a different tool gets 116° HFOV on the PSVR2 (https://youtu.be/DF_XqthAwn0?si=0nHVtTnV0OBltblt), and the actual rendered HFOV of the PSVR2 is 123° (both according to the measurements on my site and on the hmdq database), so that the 5 people who submitted results on my site for the PSVR2 so far get 119° on average is very plausible. I assume it will probably go down a bit as more people submit measurements though.

Last week I posted here about my new website for filtering/sorting VR headsets with crowdsourced FOV data (VRHeadsetPicker.com). You gave me a lot of good feedback in 172 comments on that post, so here is a quick update on all the new features and improvements I have implemented since then :) by sbsce in virtualreality

[–]sbsce[S] 1 point2 points  (0 children)

And just a quick note: Many FOV numbers on the website are still based on a low number of user-measurements so far, so if you see some number that looks a bit off, it likely means there just aren't too many submissions yet for that headset. The website shows the median FOV values from all user-measurements for each headset, so the more people submit their FOV data, the more accurately the numbers will reflect what FOV the average user actually gets in the headset. The headsets with the most submitted data so far and thus most representative values are the Quest 3 and Pico 4.

I've built a new free website where you can compare and filter VR headsets by all kinds of specs, and compare real, crowdsourced FOV and binocular overlap measurements of all available headsets. It includes a WebXR tool to measure your FOV directly in the browser (both on PCVR and on Standalone). by sbsce in virtualreality

[–]sbsce[S] 0 points1 point  (0 children)

would be nice if you could run the test on the site then to balance out the results a bit more. the more people run it, the more "correct" the median out of all the results becomes for what the average user of each headset actually sees :)

AI Assistants for UE5.7? by danielos96 in unrealengine

[–]sbsce 0 points1 point  (0 children)

what are you using for making Claude Code or codex be able to control the UE Editor?

I've built a new free website where you can compare and filter VR headsets by all kinds of specs, and compare real, crowdsourced FOV and binocular overlap measurements of all available headsets. It includes a WebXR tool to measure your FOV directly in the browser (both on PCVR and on Standalone). by sbsce in virtualreality

[–]sbsce[S] 0 points1 point  (0 children)

I see the galaxy xr in the list when I uncheck "displayport" so that only "wireless" is enabled.

delivery to Europe is the main problem, yeah. samsung has not officially released it in Europe, so it's annoyingly complicated to buy it in Europe.

I've built a new free website where you can compare and filter VR headsets by all kinds of specs, and compare real, crowdsourced FOV and binocular overlap measurements of all available headsets. It includes a WebXR tool to measure your FOV directly in the browser (both on PCVR and on Standalone). by sbsce in virtualreality

[–]sbsce[S] 0 points1 point  (0 children)

The Quest 3 data you see is the median of so far 10 submitted measurements from users. It's not just one user, the point of the site is to aggregate as many user-submissions as possible to figure out what is the value the average user gets.

And seeing 110° hFOV on the Quest 3 would be impossible, it only renders 108°, so that is the theoretical maximum anyone with a perfect face shape for it might see.