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Modifications apportées à l'étape #3

Modifié par Sam Goldheart

Modification approuvée par Sam Goldheart

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[* black] Button adjustsLacking the eye relief, or"strap it to your face" build, the distance fromPS VR has a sliding headband (not unlike the display from the users face[guide|60612|Oculus CV1|stepid=126787]) with a wheel for fine tightening.
[* black] The knob adjusts"scope adjustment button" (above the headset diametercute PlayStation button symbols) allows the visor to slide in orderand out to accompany different head sizesadjust eye relief.
[* black] LensesThe PS VR lenses are not Fresnel as theyactually totally standard, no [guide|62213|Vive|stepid=130846|new_window=true], or [guide|60612|Rift hybrid-Fresnel lenses|stepid=126752|new_window=true] here.
[* icon_note] Interestingly there
are no focus adjustments accounted for in this hardware. The lenses look onto a single display, and the Oculus Riftfocus and HTC ViveIPD are handled software-side.
[* black] Button adjustsLacking the eye relief, or"strap it to your face" build, the distance fromPS VR has a sliding headband (not unlike the display from the users face[guide|60612|Oculus CV1|stepid=126787]) with a wheel for fine tightening.
[* black] The knob adjusts"scope adjustment button" (above the headset diametercute PlayStation button symbols) allows the visor to slide in orderand out to accompany different head sizesadjust eye relief.
[* black] LensesThe PS VR lenses are not Fresnel as theyactually totally standard, no [guide|62213|Vive|stepid=130846|new_window=true], or [guide|60612|Rift hybrid-Fresnel lenses|stepid=126752|new_window=true] here.
[* icon_note] Interestingly there
are no focus adjustments accounted for in this hardware. The lenses look onto a single display, and the Oculus Riftfocus and HTC ViveIPD are handled software-side.