Before you buy VR glasses, it is smart to ask yourself a number of things. In this guide, we provide answers to the most frequently asked questions. These are essential things you need to know before buying a virtual reality headset.
How can I see if a computer is suitable for VR?
First compare whether the system requirements are the same or better than those of your own computer. If you do not know exactly which parts your PC has, you can also have an application check whether your PC is suitable for VR. Both Oculus for the Rift and HTC for the Vive , each have their own application to check this. If one of the two finds the computer suitable, then you are sure that a Microsoft Mixed Reality headset will work. Incidentally, on some PCs you will also find a VR quality mark with the message that the PC is capable of using VR.
What is eye tracking?
Eye-trackin technology in VR means that the movement of the eyes is registered via LED sensors around the lenses of the VR glasses. Thanks to eye-tracking we can apply technology called Foveated Rendering. This allows you to reduce the graphic quality of an application slightly where the eye is not focused and your graphic focus on where the user is looking. The quality gain is mainly reflected in small details such as texts that are suddenly much easier to read in VR glasses with eye tracking.
The difference between VR, MR and AR?
With virtual reality (VR), you are completely shielded from the outside world. This gives you the feeling that you have entered a different world. This makes the technology particularly suitable for simulations and games.
Augmented reality (AR) is primarily focused on providing information, but without getting in the way of the real world. A good example is Google Glass. Through these glasses you get for example information about the weather, you can navigate or you get a notification when a phone call comes in. AR is a kind of layer over the real world, but the software is not fully aware of the objects in the real world.
The line between AR and mixed reality (MR) is very short. MR is very similar to AR, but is aware of the environment. With MR, virtual 3D objects are anchored in the real world. You can walk around the objects, giving them the real illusion of being present in our own world. The virtual objects are also connected to the actual environment so that, for example, a game figure can fall over the edge of a table. The HoloLens from Microsoft and the Magic Leap One are currently the only true MR headsets. Both mixed reality glasses are not suitable for the consumer market and only available for companies.
What is positional tracking?
With positional tracking you can track the position of VR glasses in a Euclidean space. This can be registered in different ways, but almost all modern VR headsets use a combination of: optical tracking (infrared, light or lazers), magnetic tracking (magnetometer) and inertial navigation (accelerometers and gyroscopes).
What is the range of a VR headset?
The minimum leeway that is recommended for a good VR experience is a free leeway of 2 by 1.5 meters. With a standard HTC Vive and the standard base stations, a maximum playing space of 5 by 5 meters can be achieved. The latest SteamVR Tracking 2.0 should allow 10 by 10 meters of leeway, but this only works with the much more expensive HTC Vive Pro. The maximum leeway for the Oculus Rift in combination with three sensors is 3 by 3 meters. With Microsoft Mixed Reality headsets it seems that you can set the space as large as the length of the cable allows.
What is Field of View?
When we talk in terms of VR, FoV (Field of View) means the size of the observable environment at that time. The wider the field of view for the user, the less you feel that you are looking in a box. In general, the current VR headsets offer a field of vision of 110 degrees, but there are exceptions such as the Pimax 8K VR Headset that offers a FoV of 200 degrees. The monocular field of view of a human is between 170 and -175 degrees and the binocular field of view is 200° -220°.
I have to set my IPD, but what is that?
IPD stands for interpupillary distance (IPD) and that means the distance between your pupils. When setting up your headset you will be asked for the IPD so that you get the lenses in the headset straight in front of your eyes. To stay in VR terms this is also called the sweet spot. Once you have found the sweet spot, you have the perfect view of the image, so that you have as little trouble as possible with the pixels and god rays on the lenses. To find out what your IPD is you can simply visit the optician for a measurement.
Can you prevent VR sickness?
You tried VR for the first time and it made you very ill? Unfortunately, that is an experience that many people will share with you. Fortunately, there are a number of ways to prevent VR sickness.
You probably jumped directly into the most intense experience, a roller coaster or maybe even a racing simulator. These are not the first introductions you are waiting for. Start with something as simple as a puzzle game where you can sit quietly. In the Oculus Store, an icon also indicates whether a game or app is comfortable or intense. As a start you can choose the best for comfortable.
It is also important that you properly adjust the headset and the lenses. Make sure the correct IPD is set and the lenses are right in front of your eyes. Only start when all is comfortable on your head.
Start playing quietly and let your brain get used to the new situation, don’t start moving your head quickly and build up your game slowly.
How can I convert my smartphone into a virtual reality headset for the PC?
With the Riftcat program you can make the computer think that your Google Cardboard is a powerful PC VR headset such as the HTC Vive or Oculus Rift. Via a USB connection or via a fast WiFi connection you can connect the phone to the program, which then allows you to play games that were originally intended for PC VR. Unfortunately, positional tracking is missing, which means that your spatial position cannot be tracked.
What is roomscale?
Roomscale is a design model for virtual reality in which the user can roam freely in a preset play environment. Roomscale clearly differentiates itself from a sitting VR experience and a standing experience in which the user just stands still. To use roomscale VR you need a minimum leeway of 2 by 1.5 meters.