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Could we put the reflector on a wall, blow it up, and use it as a window with virtual screens behind it to create a "multi-monitor" set-up like others are trying out in VR right now? Or do the tracking markers have a limitation in how big a rectangle they can follow?



As others have said, that is probably not the best use of Tilt-5's technology. No matter how you move your head, it is still 1280x768 pixels spread over 110 degrees.

Doing a little math, that is only about 13 pixels per degree or 4.5 arcminute/pixel. Typical VR headsets are about 30 pixels/degree (2-arcminutes per pixel. For optical text reading like with a computer monitor, I consider 40 pixels/degree (1.5arcminutes/pixel) the bare minimum.

There is also some scintillation from the beaded screen. Not terrible, but enough that it would not be good for text. So even if the resolution was higher (which is possible with this technology), I'm still not sure it would be good as a computer monitor.

The case where it works best seems to be in "tabletop" applications, and it behaves best when the viewer is about 45 degrees to the surface. Business and military applications for things such as "sand tables" also fit this model.


Thank you for clarifying. And nice article! I had missed Tilt-5 and its predecessors completely so this was a very nice introduction


> The resolution is a modest 1280 by 720p

> It has a 110-degree field of view

With that big of a field of view, and that low of a resolution, I don't think you'd be happy with reading text. But I'm just guessing.


1280x720 AR eyeset can be good to excellent for reading text (I do it often).

But, the comfort is around a dozen lines (or less) per screen...


I suspect you are used to those 1280x720 being applied to a far, far smaller field of view. 110 degrees is remarkably wide.


Absolutely. The device is an Epson Moverio. I see through a quick search that the FoV should be 23°. And mind you, in some conditions the characters at the borders can lose focus or gain artefacts.

The display could sure gain from extra lines (a resolution of 1280x960, instead of 1280x720, could be optimal to my estimation) without causing visual issues, but potential visual issues with the left and right extremes are already evident.


That only applies to projection cone + pixels on the glasses. It's not how it necessarily translates to "effective" resolution on the wall when moving your head.

I mean, I don't typically read with the corner of my eye. The eye saccades are relatively central.


I wanted to do that for CAD modelling if the glasses can be worn all day long. Look a the display for normal things, and look at the reflective panel for 3D things. I guess game developers could be interested too.




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