palmertech wrote:There is a drive to increase the field of view, but the laws of physics like to get in the way. Optics design is all about tradeoffs, and there is no way to make it "WAY" better without severely compromising quality in other ways. If it was possible to make another massive jump, believe me, we would do it. As it is, expect small improvements to field of view and large improvements to other aspects of the lens.
Small improvements to the FOV are improvements none the less, the current 2 issues with FOV on the current dev kit are the optics are too small, meaning to get the full field of view that the DK1 offers you have to push the lenses right into your eyeballs which isn't comfortable.
The second issue is some (but not all) implementations of the rift do not use the full screen, and actually have black borders around the display and these can be seen in the rift as black bars on either side of the image. I have created a fix for that for the Unity SDK here: viewtopic.php?f=37&t=3641
I would love to see the next development kit have increased lens sizes so we don't have to push the unit into our faces to get a full field of view, this would go a long way to increasing the comfort of many users, and at the same time would increase the field of view for users who wear glasses.
Something else that could marginally increase the field of view horizontally in the next revision is using a 16:9 display rather than a 16:10 one (eg, 1920x1080 rather than 1920x1200).
Try it, put the A cup lenses in your developer kit, download the UDK Rollercoaster demo (the UDK implementation fills the whole display), and then push the unit + turn the screws so the screen is close to your eyes until you see the black bars, hold it there and look around. You will now see what the 'real' field of view is for the DK1.
Any increase in the field of view, no matter how small is always very welcome!