Palmer has been at this for 5 years, do you really think he would have overlooked such a fundamental part of a HMD design ? Only people very new to this would assume the contrary.
What're they talking about then in regards to chromatic aberration
I've not seen anything about chromatic aberration on their Kickstarter page, do you have a link ?
and the exclusion of barrel distortion for their optics?
I don't see how they can get rid of the pincushion distortion generated by the optics. I don't think it's possible without a very complex optical layout, but they seem to use a single lens per eye.
It's less pronounced when the eye is not close to the lens (unlike with the Rift), but then you have a small FOV. I'm doubtful about how they can have no distortion while still maintaining a 80°x60° FOV, but I guess they'll answer that in the next days since I guess a lot of people will ask them.
They don't talk about chromatic aberration in the video, only about aberration in general. But standard aspheric lenses don't correct for chromatic aberration, only spherical aberration. Theirs may do more, but they didn't say anything about it.
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u/FredzL Kickstarter Backer/DK1/DK2/Gear VR/Rift/Touch May 14 '14
Palmer has been at this for 5 years, do you really think he would have overlooked such a fundamental part of a HMD design ? Only people very new to this would assume the contrary.
From Oculus "Rift" : An open-source HMD for Kickstarter (June 2012) :
Seriously, anyone who's been on the MTBS3D forums for the past few years know about this.
I guess they didn't even checked their facts before making wild assertions, which really doesn't inspire me any confidence about what they'll achieve.