crwdns2933803:012crwdne2933803:0
crwdns2933797:0Andrew Optimus Goldheartcrwdnd2933797:0crwdne2933797:0
crwdns2936043:0crwdne2936043:0 crwdns2933505:0crwdne2933505:0 Andrew Optimus Goldheart
- crwdns2933769:0crwdne2933769:0
- crwdns2933771:0crwdne2933771:0
- crwdns2933801:0crwdne2933801:0
crwdns2933807:0crwdne2933807:0
[* black] Where prior Oculus Rift kits shipped with interchangeable circular lenses (left), the CV1 uses a single set of non-removable asymmetric lenses (right). | |
- | [* black] In a closeup of the CV1 lens, these concentric rings are a telltale sign of [https://en.wikipedia.org/wiki/Fresnel_lens|Fresnel lenses|new_window=true]. This clever manufacturing technique throws out the thick bulging curved plastic lens and replaces it with a thin array of concentric prisms that |
+ | [* black] In a closeup of the CV1 lens, these concentric rings are a telltale sign of [https://en.wikipedia.org/wiki/Fresnel_lens|Fresnel lenses|new_window=true]. This clever manufacturing technique throws out the thick bulging curved plastic lens and replaces it with a thin array of concentric prisms that essentially do the same job. |
[* icon_note] The Fresnel lens has the same large aperture and short focal length, in a fraction of the weight, which is exactly what VR needs, a lens that can function strapped inches from your face and light enough to be supported by your poor neck muscles. | |
[* black] Bonus round: by varying the size and shape of the concentric prisms, Oculus was able to fine-tune the lens for this specific application, minimizing spherical aberrations, or distortions, that may result from a traditional curved lens. This probably explains the asymmetrical shape. |