Odyssey+ VR Headset Solves the Screen Door Effect

AlphaAtlas

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Samsung officially launched the successor to their Odyssey mixed reality headset today. The Odyssey+ features dual 1440x1600 OLED displays, headphones developed by AKG, Cortana integration, and 6DOF controllers, just like its predecessor. However, Samsung claims to have doubled the PPI of each screen using "Anti-Screen Door Effect (Anti-SDE) Display innovation." Other VR headsets have tried to mitigate the screen door effect, but Samsung claims to have done it without increasing the display's resolution, which would make the device harder to drive. LG patented their own VR light diffuser about a year ago, and its not clear if or how Samsung's implementation steps around that. The headset will hit the shelves in the U.S. today.

Samsung Anti-SDE AMOLED Display solves SDE by applying a grid that diffuses light coming from each pixel and replicating the picture to areas around each pixel. This makes the spaces between pixels near impossible to see. As a result, your eyes perceive the diffused light as part of the visual content, with a perceived PPI of 1,233PPI, double that of the already high 616PPI of the previous generation Samsung HMD Odyssey+.
 
I tried the VIVE PRO at the microsoft store here at the Mall of America....
Compared to my Vive.. I did NOT notice the screen door at all anymore.

Although at 499...the Odyssey is MUCH cheaper then the Vive pro at 1399
 
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There are a couple of effective ways to combat screen door

1. De-focusing: The most common and cheapest method
2. Thin mica layer sprayed on the display surface. Panasonic was the first to do this to combat digital projector screen door issues. It has the ability to cause a light diffraction effect and then re-straighten the light path after the light exits the mica layer causing a small x/y shift in multiple directions of the light path. This small shift is enough to cover the negative areas of the sub pixels.

Yes my head is full of useless crap.
 
This shows a 60hz/90hz refresh. I hope it's not achieving this through interpolation and it's only native 60hz. I wish I could test this sucker out, but I bet the nearest one to me is hours away.
 
"near impossible" != "Solves"

like saying adding fine-grain noise to an upscaled image solves the 4/8k issue...

it's an okay band-aid while we wait for the real deal... patented light diffusion, really? smh...
 
So it's hardware blurring? Or hardware AA if you want to call it something less nasty? :) lol
 
This shows a 60hz/90hz refresh. I hope it's not achieving this through interpolation and it's only native 60hz. I wish I could test this sucker out, but I bet the nearest one to me is hours away.

It's native 90 for higher end systems, drops to 60 for lower (this applies to all wmr headsets).
 
So it's hardware blurring? Or hardware AA if you want to call it something less nasty? :) lol

Essentially, yes. Picture this. You have two pixels side by side. Take a piece of triangle shaped plexi and put it between those pixels. What you'll see on the top of that triangle is a blend on the two pixels. I'd imagine this method will remove the screen door effect, but at the cost of sharpness. Images will look a lot more smooth, but less sharp.

At least that's my take on it.
 
Essentially, yes. Picture this. You have two pixels side by side. Take a piece of triangle shaped plexi and put it between those pixels. What you'll see on the top of that triangle is a blend on the two pixels. I'd imagine this method will remove the screen door effect, but at the cost of sharpness. Images will look a lot more smooth, but less sharp.

At least that's my take on it.
Yeah that is basically it, but less sharp isn't necessary a bad thing super sharp images at high speeds tend to make movement look fake and often cause people like myself to feel like barfing. So I am very tempted by this headset.
 
So like my old matrox vid card with the Virge chip.....click that sucker on and everything is blurry....look 3d's
 
I tried the VIVE PRO at the microsoft store here at the Mall of America....
Compared to my Vive.. I did NOT notice the screen door at all anymore.

Although at 499...the Odyssey is MUCH cheaper then the Vive pro at 1399


The vive pro with wireless setup works well.. but so far its costed me $2k for it

:eek:
 
This might be my jump into VR... Question for those that use these devices (and assuming this is similar). I have bad eyesight in one eye. Is it possible to independently adjust the focus for each eye? It says not to wear eyeglasses with the device. How does that work?
 
This actually poses a interesting dilemma: The trick to making VR look better, is to make it crappier.

If you have fallen into the Uncanny Valley, just fill it with shit and then nobody will know your shit is fake.
 
Interesting, as others have said i wonder if the image becomes softer ? The lower price should wake valve up a bit it makes it a far more attractive option for early adopters if it looks as sharp.

Interesting, but shipping with Cortana = no sale.

Although that said personally I don't like having an array of microphones attached to my computer 24/7 where i can't turn them down/off with an analogue control ( or flickup,detach on a headset ) so i won't be buying this unless i can figure a way to easily disconnected the headset when im done with it. Im not sure 3rd party USB hubs with on/off switches are ideal enough to pass through the lowest latency possible.
 
Can anyone with a current Odyssey let us know how the inside-out tracking is? What I have heard is that it's nowhere near the Lighthouse system.
 
Good to see a second-gen WMR headset. I'm curious if Lenovo and HP etc. are gonna do any. I have the HP one and -=<for the price>=- it is really cool.
 
Can anyone with a current Odyssey let us know how the inside-out tracking is? What I have heard is that it's nowhere near the Lighthouse system.
"Nowhere near" is a bit overstating. The tracking for most normal stuff is fine, and it even does a fair job of the popular "WELL WHAT IF I PULL A BOW STRING BEHIND MY HEAD" scenario. The farther, and longer, the controller is out of the field-of-view of the cameras (which is pretty wide), the more likely the tracking will get lost.

This is offset by the ease and speed of setup and portability, and the cost.
 
What API does this thing support? I noticed Steam games only work with HTC Vive or Oculus Rift (via OpenVR). Does the Samsung Odyssey+ work with OpenVR? I have an Oculus Rift and would be interested in moving to the Samsung, IF my existing library still works with it.
 
What API does this thing support? I noticed Steam games only work with HTC Vive or Oculus Rift (via OpenVR). Does the Samsung Odyssey+ work with OpenVR? I have an Oculus Rift and would be interested in moving to the Samsung, IF my existing library still works with it.

It uses Windows Mixed Reality, a good number of SteamVR titles support it.
 
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