![]() ![]() When playing, Half-Life: Alyx, for example, I can nearly forget about it – but especially in menus, the discrepancy between resolution and impression is always noticeable. The static image resolution is of enormous sharpness – but the overall impression in motion is as if I’m looking through a veil of varying thickness depending on the lighting conditions. Heavy glare, strong god rays, and dominant Fresnel rings in bright scenes cause the visual contradiction. One drawback, however, is the possibility of much stronger light reflections. HTC used a dual Fresnel lens system for Vive Pro 2, probably to increase the field of view. Oculus Quest 2 ( review) also has this glare effect, but it is hardly noticeable there. I’ve never seen this refraction of light from the new dual Fresnel lenses so clearly and so distractingly in VR headsets before. For example, white text attracts a ray frame or “halo” that “travels” with head movement. The reason for this is, among other things, the distinct glare effect of bright graphic elements in the field of view. Distinct: Spotlight glare, god rays, Fresnel rings, vertical blur when looking around and interacting with VR elements. While the image resolution is wonderfully sharp in the middle of the sweet spot without movement, the overall impression is always a bit “foggy” or “blurred” during normal use, i.e. I would like to resolve the apparent contradiction with a – possibly somewhat arbitrary – distinction between image resolution and image impression. Vive Pro 2 from above: Quite powerful and now also with high-resolution. ![]() ![]() I could not determine chromatic aberration (that is, colored fringes at graphic transitions). The color representation is rich, the black levels are very decent for an LC display and the so-called screen door, the pixel structure of the display, is only slightly visible when I really look for it in bright areas. The image in the sweet spot is razor-sharp, and the image display offers a clarity comparable to Pimax’s 8KX (which offers 4K per eye). A whopping 2,448 x 2,448 pixels per eye is supposed to provide a crisp image and kill the Screen Door Effect. HTC advertises its new VR headset with a resolution that is very high on paper. Good image resolution meets mediocre image impression HTC Vive Pro 2 is suitable for you if you ….HTC Vive Pro 2 review summary: Who wants it – and why?.The rest is the same Vive Pro as three years ago.Round gets wide: HTC’s field of view experiments.Distinct: Spotlight glare, god rays, Fresnel rings, vertical blur.Good image resolution meets mediocre image impression. ![]()
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