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Screen With 180 Degree Field of View

emj writes to tell us project jDome has started actively soliciting consumer feedback and, of course, donations. They are currently promising to deliver their "180 degree FOV monitor" this year for a pricepoint of around $200. The videos and talk have been circulating for the last couple of weeks or so, but they have added a video of the supposed tech in action. Buyer beware, but I would love to see a couple of reviewers get ahold of this and let us know what the story is.

43 of 191 comments (clear)

  1. Ya $200 bucks and... by ZonkerWilliam · · Score: 5, Insightful

    How much more for the projector? won't come cheap no matter how you look at it.

    1. Re:Ya $200 bucks and... by Maxo-Texas · · Score: 2, Informative

      $369 for a great 800x600 projector from Fry's.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    2. Re:Ya $200 bucks and... by twistedsymphony · · Score: 5, Interesting

      It depends on the game. I've been using a Projector as my main gaming screen for the last 7 years or so. My current setup is an Optoma HD-73 throwing on to a 94"x94" Dalite Glass Bead Pull-Down. I use an Xbox 360 for most of my gaming.

      some games become much easier to play, Fighting games, Racing Game, and Turn Based Role players. Other Games take some getting used to like FPSs and the Tony Hawk Series are nauseating at first due to the fast movement of the entire picture at once. Once you get used to it though, it's no different than playing on a normal screen.

      Some games do suffer though. For instance I do much worse when playing FPSs or DDR games on the projector because I have to move my eyes around the screen to see everything. On a normal screen 100% of the on screen activity is in my field of view 100% of the time. Also playing the Wii on the projector is difficult, for one you often find yourself casting shadows on the screen, and there are other issues associated with the IR pointer that make using that aspect of the controller difficult at best.

      Even still all Games are much more engaging and immersing on such a large screen IMO... I wouldn't trade my gaming setup for any alternative... Playing on a normal screen after the projector just seems cheesy by comparison.

    3. Re:Ya $200 bucks and... by KidKadaver · · Score: 5, Informative

      Projector =/= good gaming experience.
      Im not sure where this is coming from. I bought a mitsubishi 720p project for $800 over a year ago, and aside from a few key difference its pretty much equivalent to an lcd tv.
      The main hassel with a projector is that you need a sound system and you have to deal with light levels.Keep in mind that whatever your wall/screen looks like is what blacks are going to look like.
      I was worried about bulb burn out when I got my projector, but out of the projected 2000-3000 hour lamp life, ive only clocked ~650, so in my case ill likely replace the projector before the bulb.
      If you can take care of all that then its basically a 90+in lcd tv for a fraction of the cash.

      Some people mention resolution concerns, but for console gaming almost no games render at anything above 720p. Even games like gta4 that support 1080p just upscale.
      If 1080p movies or PC output are a requirement then theres always 1080p projectors, their still around $2k but that price has been dropping quickly. I assume if youre playing Crysis at 2560x1600 that price is no object.
    4. Re:Ya $200 bucks and... by Venik · · Score: 4, Interesting

      I have a Mitsubishi HC4000U and a 120" screen. After trying a couple of rather expensive but unexpectedly lousy screens from a local home theater store, I made one myself using screen material I got on eBay. For about four hundred bucks in tools and materials it turned out better than a three-thousand-dollar screen from HTX.

      The setup works great with xbox 360 and PS3. Some people get dizzy playing Battlefield II or GTA 4, especially after a cigar or a couple of martinis :) The way to solve this problem is to lay off the booze and move a little farther away from the screen. From the very start you need to carefully choose the size of the screen that's appropriate for your projector and the size of your theater room.

    5. Re:Ya $200 bucks and... by Anonymous Coward · · Score: 5, Funny

      ah, but look, my penis is longer still

      tosser

    6. Re:Ya $200 bucks and... by aliquis · · Score: 3, Funny

      After playing an hour of Yoshi Touch&Go on _THE_ throne at the NDS 3" 256x192 LCD your big screen options seems rather crappy.

      Projectors and 30" monitors may be great and all, but how do you get them into the toilet? ... I guess if I had a keyboard and mouse I could fold out from the wall, the machine built into the wall, screen ceiling mounted, oh wait, never mind, 30" is the shit!

    7. Re:Ya $200 bucks and... by LurkerXXX · · Score: 2, Insightful

      A larger monitor fills more of your field of view, making you feel more immersed into the scene.

      Personally I got a big monitor so I could see a lot of code and a few different windows together on the same screen. A more engaging game play experience was just a big side benefit.

    8. Re:Ya $200 bucks and... by twistedsymphony · · Score: 2, Informative

      Projector's aren't designed for well-lit rooms. My setup is in my basement and I have a more traditional well-lit "living room" on the main floor of my house where I watch TV on occasion and have the Wii hooked up.

      Newer Projectors do much much better in terms of displaying in a lit room... but they'll never reach the same visibility as a traditional screen.

      Think of it this way... The screen you're projecting on is white... The color of the screen when the projector is off is the darkest black you will ever achieve. If there is enough light in the room that the screen is clearly white with the projector off then you're pretty much guaranteed that the image will look washed out, even if the projector is bright enough to overpower the light in the room.

      I seem to remember some "black screen" tech that Sony was showing off a few years ago, so maybe we will eventually get projectors that will work in daylight, but if you want to use a projector one of the trade-offs is that it will always look best in complete darkness... they're not built to be installed in your family room, they're best served in a purpose build room.

  2. 180 degrees? by Lilith's+Heart-shape · · Score: 4, Insightful

    You're not going to be able to see the whole screen without turning your head. Isn't the average human's field of view between 120-140 degrees?

    1. Re:180 degrees? by Anonymous Coward · · Score: 5, Funny

      You're not going to be able to see the whole screen without turning your head. Isn't the average human's field of view between 120-140 degrees? That's why you have a neck.
    2. Re:180 degrees? by morgan_greywolf · · Score: 5, Funny

      That's why you have a neck.
      Hey! I'm John McCain, you insensitive clod!
    3. Re:180 degrees? by Firehed · · Score: 4, Insightful

      Peripheral vision doesn't really count though. While you're technically seeing that area, it's more of a dinosaur-esque movement detection than anything else. Have someone wave their hand around to the side of your head and you'll see it. Then try to count how many fingers they're holding up. Good luck.

      --
      How are sites slashdotted when nobody reads TFAs?
    4. Re:180 degrees? by Robert1 · · Score: 4, Insightful

      I don't disagree. But its certainly more immersive to have something moving there than not.

    5. Re:180 degrees? by Deadstick · · Score: 3, Funny

      Aw, shit, you mean you'd have to turn your head once in a while to see your surroundings? What the hell kind of realism is that?

      rj

    6. Re:180 degrees? by iron-kurton · · Score: 4, Informative

      You can find your own FOV:

      1. Draw two dots on a white board and measure the distance between them
      2. Stand in the middle of these two points, but far away from the board
      3. Start moving closer until the two dots disappear from your vision (of course, keep looking in the middle)
      4. Measure your distance to the board when the dots have disappeared
      5. Use middle-school math to figure out the angle

      I found mine to be roughly 120 degrees

      --
      Change is inevitable, except from a vending machine -- Robert C. Gallagher
    7. Re:180 degrees? by Scrameustache · · Score: 5, Funny

      That's why I have people waving their hands right at the edge of my FOV at all times.

      --

      You can't take the sky from me...

  3. Interesting but not compelling by wandering56 · · Score: 2, Informative

    This looks interesting, but I'm not sure I'd bother buying it. Setting the FOV to 180 and using it on a normal monitor seems to give nearly the same amount of benefit without the absurd footprint. This device doesn't look like it does much for smoothing out wide angle aspects, which would be the only reason to purchase one in my opinion.

  4. Just flat projection on a doomed surface by arthurpaliden · · Score: 4, Informative

    I just watched the video and it looks to me like all the have done is stretched the standard view to fill the 'dome'. This results in all objects that are at the edges of the dome to be stretched and way out of proportion. The "man at the right" is a prime example of this.

    1. Re:Just flat projection on a doomed surface by JCSoRocks · · Score: 4, Informative

      Yeah, the image quality doesn't look that amazing. I haven't looked at projectors recently, but last time I did, they couldn't put out the 1600x1200 that I currently play at. So you've got a lower resolution display, being stretched over a huge surface with distortion at the edges... It's an interesting idea but it doesn't look like a real improvement.

      If I were going to invest in tech like this I'd rather play on one of those wrap-around style displays that are basically just a semi-circular monitor... better image that way.

      --
      You are using English. Please learn the difference between loose and lose; they're, there, and their; your and you're.
    2. Re:Just flat projection on a doomed surface by bugnuts · · Score: 2, Insightful

      Aye, and due to the hemi-spherical display, the pixels will be stretched significantly at the edges.

      It'd still be good enough to give you plenty of peripheral vision, but you can't turn your head to focus on it ... you have to rotate your game character so that you get good resolution from the center.

      The pros are kind of cool - you can set your FOV in-game to 180 degrees (which normally gives a fish-eye look) and this projection will get rid of the fish-eye and put it back into normal viewing. This will give you cool peripheral vision and a bigger FOV.

      The cons are that it looks like you have to play in the dark, resolution limited to the projector, stretched pixels on the edges (and much darker, unless changed in software).

      It looks like an interesting niche for FPS games, but I'd be very surprised if it sold more than 2500 units in a year.

    3. Re:Just flat projection on a doomed surface by im_thatoneguy · · Score: 3, Informative

      Yeah the edge distortion is the problem. If they were really serious about delivering something of value they would also include a DX Scene shader to distort the image to compensate. The edges would be lower resolution but they would at least not look stretched.

      It would also require some really careful calibration by the user.

      All around.. product gets a big thumbs down from me as well.

    4. Re:Just flat projection on a doomed surface by svnt · · Score: 2, Informative

      Yep. There are obviously simple lens options to get around this, but he doesn't make any mention of using one. All in all pretty boring. And donations? For something he's going to make a profit on? Where I'm from that's called an investment.

      These guys at CMU did some (I think) cooler work a while ago.

    5. Re:Just flat projection on a doomed surface by svnt · · Score: 2, Informative

      Jesus, I should have looked deeper. He just patented this. And it's been discontinued.

    6. Re:Just flat projection on a doomed surface by griffjon · · Score: 3, Informative

      It can definitely be done well; NOAA/NASA's "Science on a Sphere" projector creates beautiful, seamless projections on a spherical screen (using 5 Linux boxes and and four projectors, but the project itself is closed source) http://www.nasa.gov/centers/goddard/visitor/exhibits/footprints.html

      better video of the sphere in action:
      http://learners.gsfc.nasa.gov/mediaviewer/sphere2/

      --
      Returned Peace Corps IT Volunteer
  5. a $200 umbrella? by smallshot · · Score: 5, Informative

    It's a $200 white, round umbrella. Then you still have to buy your own projector? I don't see anything new, apart from a new use for an umbrella.

  6. Motion sickness? by LilGuy · · Score: 5, Interesting

    That looks like it would give me motion sickness for some reason. Maybe it's due to everything being stretched out of proportion and whenever you turn it's constantly shrinking and expanding. I don't know but that looked like a piece of crap to me.

    --

    You're nothing; like me.
  7. The flat projection is partially hardware... by Animaether · · Score: 4, Informative

    ...although it might be possible with a pixel shader, the hardware would really need to support other projection types than just standard 3-point (and with some hacking the transformation matrix, 2-point) perspective.

    For a dome projection, you essentially need a linear fisheye projection out of the card, and the cards just don't do that.

    You could do it in software, render a hemicube in the buffer, use a pixel shader to map the appropriate pixels onto the circle, done. Except that to get to 'done', you have to go through some very expensive (in terms of performance drop) steps.

    1. Re:The flat projection is partially hardware... by should_be_linear · · Score: 2, Insightful

      You could do it in software, render a hemicube in the buffer, use a pixel shader to map the appropriate pixels onto the circle, done. Except that to get to 'done', you have to go through some very expensive (in terms of performance drop) steps. Not really, this transformation can be done easily by lookup table where each pixel of distorted destination bitmap is mapped to one pixel in the source (undistorted) bitmap. Remember Second Reality Demo and bald guy? It worked smoothly on 486 (AFAIK).
      --
      839*929
  8. Re:Serious flaw--stereoscopy impossible by Ungrounded+Lightning · · Score: 2, Informative

    It's impossible to get a 3D stereo setup with a non-planar display like this.

    Polarized projectors and glasses works just fine on a curved surface. (Computation's a tad different, but so what?

    --
    Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
  9. Donate?? by Anonymous Coward · · Score: 3, Insightful

    Let me get this straight...this guy wants people to DONATE money to help him produce something he intends to sell to others for a profit? Start talking about shares in the company and we might have something to talk about, but I'm not going to donate money so this guy can build a "community" to help him start a for-profit business.

  10. Re:2 more degrees than a current decent screen? by NerdENerd · · Score: 2, Informative

    178 degrees viewing "angle" on LCD motitor means a totally different thing. It means the angle you can look at an LCD and still see the screen. Nothing to do with field of vision.

  11. Excellent! by idontgno · · Score: 2, Funny

    The perfect display for playing Duke Nukem Forever on my Phantom console!

    --
    Welcome to the Panopticon. Used to be a prison, now it's your home.
  12. Maybe less motion sickness. by argent · · Score: 3, Interesting

    FPS games give me motion sickness already, but that's because the distorted areas of the game are projected onto a plane, and when I track something to the side or bottom of the screen I look directly at them. Having them off in my peripheral vision would seem to reduce that. Having the game create a sphere map instead of one plane of a cube map (which is what it's effectively doing when you expand the fov inside the game) would be even better, because it would eliminate the corner distortion.

  13. Re:bad image, bad lighting by Alzheimers · · Score: 3, Funny

    That totally reminds me of This

  14. Texture; parallax; uneven illumination; washout... by dpbsmith · · Score: 4, Informative

    1) rear projection onto a deeply curved screen? Getting even illumination at the edges, where the light is striking at an angle, is going to be quite a trick, due to Lambert's law.

    2) How are they going to avoid the problem of washout and reduced contrast due to light from one side of the screen reaching the other side? This is always a problem with deeply curved screens. It's very noticeable in IMAX Dome (Omnimax) screens. The only system I've personally seen that avoided it was the original Cinerama screen, which was a very specially built screen made of hundreds of individual strips. And that only worked because the screen was huge and you were sitting very far from it.

    Cinerama and IMAX screens are huge and far away. They're almost at optical infinity. The texture of the screen is invisible. There's very little binocular depth cues to tell you that you're looking at a flat screen, and if you move your head (as you always do unless it's in a clamp), that doesn't give you any parallax cues to speak of. This means that the screen itself is hard to see, and there are practically no binocular depth cues. That in turn means that there's nothing to contradict the numerous depth cues you get from any flat picture (light, shade, interposition, etc.--see any perceptual psychology text). The screen itself falls away, the non-binocular depth cues dominate, and you have a distinct feeling of being in 3D space.

    But this is a small screen a short distance away from you. That means:

    a) The texture of the screen may be visible unless they're using some rather special screen material.

    b) Again, because it's a small screen a short distance away from you, there will be enough binocular disparity between your two eyes for you to form a stereo image: that will tell you that you're looking at flat image in a bowl, and in the battle between those cues and other cues, it's not clear which will win. The same thing will happen when you move your head. In fact, if you move your head a few inches, you will probably be far enough from the center, as a percentage of the radius, that the image will show geometrical distortions.

    I am very, very, very skeptical that this system will produce a high-quality 3D-like image in the way the IMAX does, or Cinerama did.

  15. Alienware's alternative by Alzheimers · · Score: 2, Interesting

    http://hardware.slashdot.org/article.pl?sid=08/01/08/1257258&from=rss

    3 feet wide, 2880x900 resolution, and no projector necessary.

    Of course, it might be a bit pricy, but them's the breaks for something nice. //holding out for the 5760x1200 version

  16. The issue is the projection by togofspookware · · Score: 5, Interesting

    Most 3D games won't let you set the FOV to 180 degrees, since it's impossible using flat (pinhole?) projection that most of them use. This choice of projection is also why things look so distorted at the edges of the screen with a high FOV, and is why objects that are near you appear larger than objects in front of you, even when they're the same distance away, among other visual quirks. In order to show such a wide angle (approaching 180 degrees or above), you'd need to use a projection that's not limited to showing objects on one side of a plane, such as fisheye projection. This isn't normally done because it's technically simpler to do 3D rendering when straight lines in the world correspond to straight lines on the screen (that's the simplified explaination).

    See this page for a visual comparison.

    --
    Duct tape, XML, democracy: Not doing the job? Use more.
    1. Re:The issue is the projection by togofspookware · · Score: 2, Insightful

      Of course, by 'objects that are near you appear larger than objects in front of you', I meant 'objects to the side look larger than objects straight ahead' :P

      This effect is especially distracting when a game uses dense fog - the engine deems objects to the side to be closer to you (since they're not as far *straight ahead* of you, but they ignore distance in the other dimensions), and thereby not as fogged. Sometimes you won't be able to see a wall if you're looking straight at it, but if you turn a bit it'll appear!

      There seems to be quite a bit of misunderstanding on this subject, as I can't even find mention in the 3D Projection wikipedia article of the fact that linear projection isn't entirely realistic (well, it mimics a pinhole camera realistically, but if you're trying to simulate a regular camera lens, or a person's eyeball, the fisheye projection is really what you want - linear projection is only an approximation that happens to work well for low FOV values).

      If you want some first-hand experience with the fisheye projection, go stand in a long straight hallway and look directly at the wall. Of course, the corners along the floor and ceiling won't appear to be perpendicular (as they do in most FPSes, even with the FOV turned way up) - they will appear to curve towards points at the outer edge of your vision. The world would be a very strange place if this weren't true!

      --
      Duct tape, XML, democracy: Not doing the job? Use more.
  17. donate? by $random_var · · Score: 2, Interesting

    Welcome to jDome, the world's first charity for supporting gamers developing substandard implementations of a cool idea. I know I wouldn't throw free money at a guy just so he can continue developing what is essentially a curved white surface. He doesn't even acknowledge that the distortion caused by projecting a flat image onto a curved surface is a problem, as one of his forum users brought up: http://www.jdome.com/phpBB3/viewtopic.php?f=8&t=8

    Of course, if this guy does pull it off by sheer balls, and perhaps sometime down the line starts actually selling a decent product, more power to him. I just hope a bunch of hopeful gadget addicts don't end up tossing their money down a drain.

    Combine a superior implementation of this idea with Johnny Lee's Wii head tracker and you'll have an amazingly immersive experience.

  18. Re:Texture; parallax; uneven illumination; washout by hob42 · · Score: 2, Insightful

    I am very, very, very skeptical that this system will produce a high-quality 3D-like image in the way the IMAX does, or Cinerama did. I don't think anyone sinking a whopping $200 into this should reasonably expect a high-quality experience comparable to IMAX.
  19. Flight Sim X Preview At E3, Years Ago by nick_davison · · Score: 2, Interesting

    I remember playing with something pretty identical to this at E3, several years ago, a while before Flight Simulator X came out.

    As I recall, it was more like 120-140 degrees rather than pretending it was full 180. Then again, I'm not convinced the jDome is true 180 either - think about it, one point, relatively close, projecting on to a hemisphere, by definition, can't get to the outtermost edges.

    The experience was certainly cool and definitely added an immersive element.

    It wasn't quite as cool as it promised to be though for the following reasons:

    Projector resolution generally sucks - even now, 1080p projectors cost several thousand dollars vs. about $400 for a basic 24 inch 1920x1200 LCD monitor. Most likely, you're going to be hobbled with 720p which is on the low end of most gaming systems these days. Now factor in that 1280 horizontal resolution has to project both the normal ~60 degree view AND the sides. You're now at maybe the equivalent of 800x600 for the area your cheaper 1920x1200 monitor is showing. Sure, you get the edges - but at a massive cost to the center's clarity.

    Whilst edges are nice, down is often pretty pointless. It looks great if you're flying with the instrument panel turned off. The moment you turn it on, that whole bottom half of the screen is now filled with your control panel and your legs. You've gone to all of this trouble and you see... a big grey panel and a nice rendering of legs moving pedals. Most FPSs are relatively planar and so, most of the time, all you see is the ground running underneath you. Sure, it's nice when you're shooting around an industrial complex with people above and below... but most of the time you're just trading resolution for watching empty space above and very close ground below. You'll notice our eyes are horizontal, giving a much wider field of view than a vertical one.

    You generally need your input devices resting on something. Unless you spend a fortune on custom controllers, odds are you're going to need a keyboard and mouse for most FPSs, a keyboard, throttle, yoke and mouse for menus for flight sims. The table you need to put all of that on ends up obscuring half of your downward view anyway. Plus it tends to really suck, trying to use most input devices while standing anyway.

    It's a fun concept. Much like shutter glasses and TrackIR, it's one that can add a whole lot of wow factor, albeit at the expense of real practical use. On the flip side, for those with money to burn, a 1080p projector, a fast gaming rig, shutter glasses to make it 3D as well and TrackIR to make swaying your head from side to side have a difference... it could be the ultimate show off gimick. Hopefully it'll be easy to wash, when motion sickness makes people vomit, too.

  20. No perspective correction! by NimbleSquirrel · · Score: 3, Interesting

    Oh dear. I was thinking this was something really cool like a peice of hardware or software that remapped the image for projectong onto a curved surface. Nothing of the sort: it is just a dome screen. All he does is run Crysis with a custom field of view. There is no perspective correction, which mean that straight objects like trees and cranes are bowed on the screen. On top of that, his idea increases the viewable area, but not the pixel count. Indeed the pixel count would be less, unless you could afford a projector with the same resoultion as a decent LCD monitor.

    You either need a fisheye lens to snap on to the projector, or some kind of computational remapping. One of the only games I know of that remap the image in this way is Fisheye Quake (http://strlen.com/gfxengine/fisheyequake/index.html), and it is much more computationally intensive than regular Quake. I'd imagine Fisheye Crysis would be a nightmare to get running at a decent framerate.

    This product is limited to games only, and games that allow you to modify the fov at that (changing the fov doesn't make the image fisheyed). I'd quite happily pay for something similar that I could use every day for CAD/CAM work. I think if he could find/make a fisheye lens that snaps onto the front of a projector, and market it for a bit more, he'd be onto a winner.

    Fisheye lenses are very expensive, so the only cheap solution would be projection off a hemispherical mirror (http://local.wasp.uwa.edu.au/~pbourke/projection/meshmapper/), but I can see a way of doing that by rear projection.
    Anyway, I would be wary of buying something that the manufacturer admits is "simple wire-frame and scotch-taped numerus badly cut letter-sized papers". I can't really see how this has been patented, as there is plenty of prior art for rear projected domes out there.