Fix the Steam Deck's Biggest Problem!
hey just a heads up this article is sponsored by unreal however they did not provide editorial input on this article Everything you'll hear today are my opinions and mine alone I truly love the steam deck like I love it it's one of the geekiest gadgets to come out in recent years I mean the fact that you can run games written for DirectX through a compatibility layer on a non-native operating system better than you could on Windows portably is mind-boggling my time for games is very limited but the deck has made it so easy to just pick up and play if even for just a few minutes there's really only one major complaint I have with it and that's the display look I understand that valve had a price Target they needed to hit but I've recently been playing Splatoon 3 on my Nintendo switch OLED and it's just it's
so much better the colors are just way more vibrant and while Peak luminance is similar the massively improved dynamic range puts the switch's OLED display in a whole different leak the next lousy screen is fine for a short little gaming spurts but when I want to mash out a longer play session I've been using these the unreal air in short these are AR glasses designed to be used primarily with Snapdragon 888 Android phones but they can also be used with iOS devices the steam deck or any HDMI capable device here's how they work the top of each lens houses a Sony OLED micro display with a 1920x1080 resolution so that's 3840 by 1080 across you know full HD per eye now at first glance that doesn't seem very high resolution at least when not compared to something like say the Oculus Quest 2 but if you've ever put on a pair of VR goggles you've most certainly noticed the screen door effect
so called because you can actually see the grid lines in between the individual rows of pixels the fix is to either decrease the field of view increase your density of pixels or do a combination of both now the human eye can't perceive Beyond about 55 to 60 pixels per degree but VR headsets they're not even close to that number the aqua The Meta Quest 2 is one of the densest VR headsets on the market at a mere 21 PPD that's not great now remember the target is a pixels per degree of about 60. the unreal error clocks in at an incredible 49 PPD meaning that not only do you have to focus really hard to see a screen door effect but the glasses have a higher perceived sharpness and resolution than any VR headset ever made certainly one that I've ever tried so the question becomes how well the displays in the in real air are tiny just 1.8 centimeters diagonal
so the pixel density is huge furthermore because of the reflective prisms that allow you to see through the glasses into the real world your eyeballs minimum Focus distance is tricked it's a really clever solution to a very real technical problem now this does mean that the field of view is narrower than your average VR headset but at 46 degrees it's still respectable enough and you can achieve a 201 inch equivalent display from nine feet away and the screens are gorgeous they are insanely sharp and bright at an effective Focus luminance of about 400 nits making them even usable Outdoors now of course your contrast ratio will be dependent on the ambient lighting condition since these are augmented reality glasses, but in a dark room or With the included light shield, you can achieve a banana's 100 000 to 1 contrast ratio, now we'll come back to the experience wearing these things,
but let's talk for just a second. About the glasses themselves, you're certainly still going to get double takes from people walking close by to you, but I don't think they're as socially ostentatious as your average hmd would be in public they mostly look like normal sunglasses from afar, dare I? even fashionable ones at that, but more importantly for a product like this They're comfortable; those that struggle with PWM flickering from most OLEDs displays will be pleased to hear that the unreal error or the first AR glasses to obtain flicker-free certification. from German testing firm tough Rhineland and physical Comfort well it's enhanced thanks to flexible Temple hinges and adjustable rake system to change the moldable nose pads to modify nasal bridge positioning and their light 79-gram weight now, make no mistake, are absolutely heavier than your average pair of sunglasses; they're even a little heavier than my Ray-Ban stories, and I found that the ear hooks well they struggled to reach my ears on my big old Noggin
but despite that I could still wear them for
about an hour and a half. before, I
needed a break now to reduce weight of the real air they don't have internal
batteries, they receive power instead from your device over a USBC cable that
stealthily exits the left temple tip you plug into your intended device, and
you are ready to go. it is impossible for us to capture the sharpness, the
color, and the immersion in the unreal air with a mirror camera, but we want to
try our best to simulate and capture the idea of What it's like because the
headset is frankly really power powerful when attached to a Snapdragon 888
Android phone running the unreal nebula mixed reality environment The headset
has a gyroscope built in, so that gives you three degrees of freedom for the
head tracking, and then you can use your phone as a gyroscopic remote using the
two in In tandem, you can utilize their AR space. which allows
you to browse the web, It’s impossible to
capture the sharpness, color, and immersion of the Nreal Air with a mere camera,

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