I read that meta quest 3 uses a strobe display. It would be good to read about it on the forum.
Update .However, I read that meta 3 does not use the stroboscopic effect.
add a subcategory VR headsets to forum
- William Sokol Erhard
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Re: add a subcategory VR headsets to forum
I would love to see an AR/VR/XR subforum here.
radeko, I'd recommend you read this: https://blurbusters.com/how-blur-buster ... rsistence/
I've been trying to find a good opportunity to write or make a video about the very complex motion compensation techniques for XR.
Low persistence is not optional in XR and unfortunately we're not getting 500Hz or kHz in VR headsets like we're seeing on desktop now.
That leaves only strobing as the option for low persistence. Literally all headsets, including the quest 3, use some form of strobing with either higher or lower duty cycles.
The Valve Index, for example, strobes at 1/3rd of a millisecond of persistence: https://www.roadtovr.com/valve-index-ha ... r-headset/
So, any finite framerate device will have a stroboscopic effect and it only escapes human perception around 10,000Hz:
https://blurbusters.com/blur-busters-law
If you're curious about the tech, AR headsets are projection based and get even more complex with their low persistence and strobing than VR headsets which use more traditional strobing techniques like those found on gaming monitors.
radeko, I'd recommend you read this: https://blurbusters.com/how-blur-buster ... rsistence/
I've been trying to find a good opportunity to write or make a video about the very complex motion compensation techniques for XR.
Low persistence is not optional in XR and unfortunately we're not getting 500Hz or kHz in VR headsets like we're seeing on desktop now.
That leaves only strobing as the option for low persistence. Literally all headsets, including the quest 3, use some form of strobing with either higher or lower duty cycles.
The Valve Index, for example, strobes at 1/3rd of a millisecond of persistence: https://www.roadtovr.com/valve-index-ha ... r-headset/
So, any finite framerate device will have a stroboscopic effect and it only escapes human perception around 10,000Hz:
https://blurbusters.com/blur-busters-law
If you're curious about the tech, AR headsets are projection based and get even more complex with their low persistence and strobing than VR headsets which use more traditional strobing techniques like those found on gaming monitors.
- Chief Blur Buster
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Re: add a subcategory VR headsets to forum
To stop incorrect parrotology at the Blur Busters Forum book end:
You may have read an incorrect answer from another human in another venue (e.g. reddit, etc) or some eager-AI-answer in an "AI misunderstands intent of a Google search" kind of way.
Stroboscopic effect occurs on ALL strobed displays. I see it on both my Quest 2 and Quest 3S (I have both). It's just not described that way by users. Keep your eyes fixed while head turning, and everything will stroboscopic. Also fast eyerolls inside VR will also do stroboscopic effect too.
Saying "However, I read that meta 3 does not use the stroboscopic effect." is misleading because people don't describe the artifact correctly, because that answers come from the wrong question asked to the wrong AI or other hallucination thereof.
The correct question to ask an AI or human, is
- "Does all impulse driven displays create stroboscopic effects during eye movements?"
- "Why do wagon wheel and phantom array effects become more visible on strobed displays?"
- "Do all flicker-based displays, including CRT and Meta Quest, create stroboscopic effects?"
...And other correctly-phrased questions.
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Re: add a subcategory VR headsets to forum
A friend just sent me a slow-motion video recorded through a meta3s lens. The screen flickers. I think the PWM duty cycle is well below 50%. I can upload it to YouTube if you'd like to watch it.
And the whole screen doesn't flash, but it is scanned horizontally. I don't know if it's sroboscopic motion improvement or something else. LCD brightness controll etc.
And the whole screen doesn't flash, but it is scanned horizontally. I don't know if it's sroboscopic motion improvement or something else. LCD brightness controll etc.
- Chief Blur Buster
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Re: add a subcategory VR headsets to forum
It's less than 10%.
You can run www.testufo.com/mprt at about 2000-3000 pixels/sec and enable the decimal numbers in the in-headset browesr to get MPRT number. Then your PWM duty cycle is mprt:refreshtime. So if you get ~0.5ms MPRT, and you're using 90Hz, you're ~0.5ms:11ms pulsewidth ratio on Quest 2.
First, LEARN how to use www.testufo.com/mprt on your main desktop display. It's useless if you don't know how to use that test.
THEN, once you understand how to do the visual MPRT Indicator measurement test (invented by RTINGs), run in the Quest in-headset browser:
https://testufo.com/mprt#pps=2880&number=decimal
THEN, you can use that to estimate the pulsewidth ratio. It's pretty tiny, often 3%-5%.
Head of Blur Busters - BlurBusters.com | TestUFO.com | Follow @BlurBusters on: BlueSky | Twitter | Facebook
Forum Rules wrote: 1. Rule #1: Be Nice. This is published forum rule #1. Even To Newbies & People You Disagree With!
2. Please report rule violations If you see a post that violates forum rules, then report the post.
3. ALWAYS respect indie testers here. See how indies are bootstrapping Blur Busters research!
Re: add a subcategory VR headsets to forum
I checked MPRT in meta 3s. The result was 1.1ms at 90Hz. I didn't know how to enable 120Hz. I couldn't find it in the options.
I didn't know this MPRT test existed before. It seems like a really cool tool. I'll try using it on my plasma display.
I tested a Panasonic plasma TV TH-46PY8P. And the motion smoothness is poor. No less than 8ms MPRT -120fps
I didn't know this MPRT test existed before. It seems like a really cool tool. I'll try using it on my plasma display.
I tested a Panasonic plasma TV TH-46PY8P. And the motion smoothness is poor. No less than 8ms MPRT -120fps
