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Re: #3, chromatic aberration is just a reality of the lenses in all HMDs. You can see it in examples here: http://doc-ok.org/?p=1414 Getting rid of chromatic aberration would likely require much more expensive optics.
Where the left and the right straps attach to the headset, there are two round rings. Softly pull them outwards and then you can rotate them in steps. You'll also notice the scale printed on the front part of the headset. Make sure both sides are set at the same eye relief distance. Then, push the rings back into place. The further away the lenses get from your eyes, your field of view gets narrower.
Very true, just noticed. It also appears in bright environment with dark forground, i.e. in all high contrast scenes. As VR designers will take this into account, this shouldn't be an issue, then.
Thanks for the links; very useful articles.
I think I'm already wearing the headset correctly because I can see how much worse it can get when wearing it the other way...
There's nothing I can do about the quality of the lenses, though, and it looks like issues 2-4 relate to that. I guess I just wish the lenses were of better quality or at least replaceable. The original lenses appear to be made of plastic. It would be nice to have the option of upgrading to higher-quality optics.
Following up from my initial post, after a bit or research, I have found the following:
1. I think the translation of the location of the HMD to the actual position of the eyes (Point of View) can be further improved by adding a configuration setting in SteamVR to represent the eye relief distance, if there's no sensor to automatically measure it.
This can only be implemented by Valve Software.
2. I still haven't identified the cause of the bluriness on the left and right hand side of the peripheral vision. The upper and lower sides look much clearer (except from the color aberation, mentioned below).
3. The color aberations on the sides of the lenses can be compensated in software, in SteamVR. Besides the profile of the lenses, color aberations may likely also be affected by the eye relief, which means that the eye relief configuration setting in SteamVR (mentioned earlier) could be taken into account.
This can only be implemented by Valve Software.
4. The glare of the freznel lenses can be reduced in software, in SteamVR, by reducing the intensity (luminance) of pixels in the region of our peripheral vision.
This can only be implemented by Valve Software.
Our peripheral vision is significantly more sensitive to light in dark background than our font vision. Amateur astronomers are well aware of this fact and use their peripheral vision to find faint stars in the night sky more easily.
Hence, it can't be completely removed, as it's due to the freznel lenses, but it can be improved.
People who own both HMDs, i.e. the Oculus Rift and the HTC Vive, have reported that the HTC Vive has less glare than the Oculus, if that helps.
I hope this post reaches one way or another the SteamVR development team, who are probably the most appropriate people to help resolve or minimize the impact of these issues.