crwdns2933803:014crwdne2933803:0
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] A nice rubber gasket cushions the display against the lens assembly. |
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- | [* black] And with some...encouragement the lenses pop right out. |
- | [* black] No Fresnel stepping here, instead the PS VR lenses are a large, smooth dome shape. |
+ | [* black] A soft rubber gasket cushions the display against the lens assembly, and seals dust out of the clean-room optics chamber. |
+ | [* black] The lenses are glued in place in their frame, but with a bit of encouragement pop right out. |
+ | [* black] These are conventional lenses, with no Fresnel stepping and a smooth dome shape. That means the lenses are quite a bit thicker than the Fresnel lenses in the [guide|62213|Vive|stepid=130846|new_window=true] and the hybrid Fresnel lenses of the [guide|60612|Rift|stepid=126752|new_window=true]. |
+ | [* icon_note] While Oculus and HTC chose to shave off some weight with thinner lenses, these coke bottle lenses should scatter less light from the display, and provide a more cohesive image than the optics in the Vive or Rift. Fresnel lenses tend to create optical discontinuities between their steps that can break the image up into chunks. |