Article

RiftS and IPD

RiftS and IPD
A few days ago i created a simple poll asking people for their IPD and if they had problems using the headset, let’s take a look at the results. While it can be assumed that the survey would be biased towards negative outcome, as people who have issues are more likely to respond. What I didn’t assume is that there would be people submitting the form many times with negative answer to prove that Rift S is not comfort-able. … Or should I believe that within 5 minutes, 30 people with high IPD found this survey and all were uncomfortable with the headset? Most definitively not.

So the only thing this survey definitively proves that there are people biased against Rift S.

Some actual data?

After deleting the answers from above, here is the graph on how it turned out. I’ll leave you to make your own conclusion, I would just say that i would still expect that people with negative experiences are more likely to respond. Still, if your IPD is below 60mm or above 69mm, it’s more than likely you’ll have issues with Rift S and should probably buy one only after extensive testing. If you’re between 62mm and 66mm, you should be good to go.

As a final note, let’s just say that eye-strain is caused by multiple factors and things like headset refresh-rate, the asymmetry of your eyes, panel type, low-persistence and couple of other factors also play a role. Rift S dropped refresh rate from 90Hz to 80Hz, which alone may be causing problems for some people.

P.S.: Notice that a lot more people report even IPD than odd.

Related Articles

StarVR review
Article • July 16, 2020

StarVR review

StarVR, then named as InfinitEye was first shown to the public in 2013 and it took them 7 years to bring the product to market. StarVR is intended only for enterprise use and costs 3200 USD. In order to get one, you need to go via request form to introduce yourself, what you do and why you want it and also make sure you have a compatible setup. For that StarVR promises a huge 210 degrees horizontal and 130 degrees vertical field of view. Does it deliver on that promise? Are there distortions? Is this the limit the human eye can see? Keep reading!
Read Article
Screen Door Effect
Article • October 27, 2017

Screen Door Effect

With VR era a lot people have noticed that when using VR headset, they’re not only looking like through binoculars, but also notice pattern of black spaces between pixels, so called screen door effect (SDE). When new VR HMDs appear, there is always a talk about SDE and people often confuse SDE with image quality. Let’s talk about what can human eye see, where this effect comes from, when it will go away and what does it mean.
Read Article
Handpresence in UVRF
Article • November 9, 2017

Handpresence in UVRF

While the idea of using motion controllers for VR has been around for some time, and even in DK1 days people were experimenting with Razer Hydra controllers, ever since the release of Oculus Touch, we expect to see virtual representation of our hand (and we expect those to behave just as our real hands). We at iNFINITE Production decided to have a look at the problem and went on to create a multi-platform toolkit, called UVRF (Universal VR Framework), for hand-presence in UE4. Here are some things that we learned along the road.
Read Article