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Valve Indexpancakelenses
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Low persistence mode helps to reduce motion blur and ghosting by briefly flashing the image on the screen for a short period of time, usually only a few milliseconds. This reduces the amount of time that the image is displayed on the screen and allows for smoother, clearer motion tracking.
Several types of lenses are available to do this job: refractive, Fresnel, pancake, folded holographic, and transmissive holographic lenses. Since we need a large lens with a short focal length, we already know that a refractive lens will not work.
Quest 3pancakelenses
If you want to get in touch and learn more about VitreaLab’s laser backlighting technology, contact us at office@vitrealab.com.
While 100 nits are “bright enough” to see an image, it falls far short of delivering the immersive experience we seek when using a VR headset. If a lamp in real life outputs 10,000 nits, but the headset can only render it at 1/100th of that brightness, then the world will look “flat” and unrealistic.
Pancake lens vs fresnelvr headset
When the user moves his head quickly in VR, the image displayed on the headset’s screen can become blurry or smeared, making it difficult for the brain to process the visual information accurately. These effects can lead to motion sickness symptoms such as nausea, dizziness, and headaches.
The percentage of ON time of the display, also referred to as persistence, is typically set to around 10%. In contrast to a direct view display, which is always ON, the VR display will flicker very quickly and only emit light 10% of the time.
Using OLEDoS with pancake lenses makes it extremely challenging to deliver a bright image. Current panels deliver ~1,800 nits at full power, which results in roughly 18 nits at the eye after being transmitted through a pancake lens system and running at 10% persistence. The result is a very dark image. Of course, technology will improve and eMagin has showcased a 10,000 nits display (with 20,000 nits in the pipeline), but even that will bring the brightness delivered to the eye to just 200 nits, about a factor 100x short of the 20,000 nits required for good immersion. It is hard to believe that OLED displays will be able to deliver the brightness required for true HDR in a VR headset, in particular, when the heat load is considered.
Pancake lensVR
Laser LCD and holographic lenses are the only good option to deliver HDR content. Using transmissive holographic lenses immediately increases brightness by a factor of ~10x without compromising image quality or FOV. Moreover, by using VitreaLab’s collimated laser backlighting technology, another large factor of improvement can be found: a display emitting light over 20° will appear 80x brighter than a display emitting light over 180° while emitting the same number of lumens! The benefits of collimation and holographic lenses increase the brightness 100x compared to OLEDoS.
Brightness and contrast are crucial for good image quality but are an often misunderstood topic in VR. Naively, one would expect that in a closed VR headset low display brightness would be sufficient as there is no external light to compete with. For example, a current VR headset like Meta Quest 2 delivers only 100 nits to the eye, compared to ~2,000 nits of the latest iPhone generation, and is widely used by millions of people.
Diopter refers to the optical power (or strength) of the magnifying lens. It is the strength of the magnifying lens measured at one meter. Four diopters (4.0D) ...
Asphericvs pancakelenses
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“Probably the hardest challenge in terms of the display and getting it to be super vivid, [is] the [HDR] problem. TVs have gotten a bit better on HDR recently. But the vividness … of screens that we have compared to what your eye sees in the real world [is] just an order of magnitude or more off.”
Following the discussion above, it becomes clear that VR headset engineers are facing a formidable challenge: delivering 10,000 nits to the eye while using a display that is only ON 10% of the time and potentially using a lens system that will transmit only 10% of the light (in the case of pancake lenses).
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Unlike normal displays used in smartphones, laptops, or TVs, a VR display will be looked at with a lens. A lens is necessary for a VR headset to help focus and magnify the images displayed on the screen. In a typical VR headset, the screen is placed very close to the eyes, which makes it difficult for the eyes to focus on the images without magnification.
Fresnel lens
LED LCDs in combination with pancake lenses are the next best alternative, but they suffer from similar issues. While LEDs are very efficient and can deliver millions of nits on their own, when put in a VR headset they are backlighting an LCD panel (~2–3% transmission) in combination with a pancake lens (10% transmission) and run at 10% persistence. There is a reason for the fans behind the Meta Quest Pro display modules!
Holographic lenses are manufactured using laser interference, hence their name (no relation to holographic displays). Holographic lenses use diffraction to control light, which is a very powerful approach, with the limitation that it only works with coherent laser light. This is because the diffractive structures used in the lens are wavelength dependent, and the wide spectrum of, e.g., an OLED display leads to image artifacts. Holographic lenses combine excellent image quality with high transmission and a short focal length, making them the ideal candidate for VR headsets. Folded holographic lenses have been pioneered by JDI and Meta and enable extremely short focal lengths but suffer from a low transmission. Transmissive holographic lenses are more difficult to manufacture but enable very high optical efficiency and image quality.
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Fresnel lenses have been widely used in the first generation of headsets as they are commercially available and have high optical transmission. Unfortunately, they produce image artifacts (“God rays”) and cannot deliver the ultra-short focal distances required for compact headsets. Additionally, the contrast obtained in headsets using Fresnel lenses is typically much lower than the native panel contrast.
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But if we have already 2,000 nits displays in smartphones, why are VR headsets running at only 100 nits? The answer lies in the type of lens used and the need for low-persistence displays in VR.
Pancake lens vs fresnelcost
Pancake lens vs fresnelreddit
Pancake lenses use a folded optical path to achieve a short focal length and retain the optical quality of refractive optics. While the image quality that they produce is superior to Fresnel lenses, they introduce unwanted reflections and ghost images due to multiple optical surfaces in their design. In particular, for OLEDoS displays, which typically have a size of only ~1" diagonal, pancake lenses are the best option to achieve an acceptable FOV. One of the biggest drawbacks compared to Fresnel lenses is their low optical transmission at about 10% for unpolarized light and 20% for polarized light.
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