 Hey there lads and ladies, it is PatchflyingPumpkins here and I am back with a PSVR2 update video. This one is all about the new Fresnel lenses that are going to be in the PSVR2 headset. Now we did get confirmation recently thanks to the official PSVR2 website that Sony put up that the PSVR2 is indeed going to be using Fresnel lenses. These do come with some advantages in terms of being light-waste and what not. And most of the major headsets are actually using these. One big downside of Fresnel lenses is apparently god rays. They can introduce this artifact in situations where there's a high contrast between maybe black and white. There's streaks of light that kind of come from the lenses and that can be distracting. It can ruin the image quality to a degree and it doesn't matter how many pixels or how high the resolution is. You can't fix that because it's a hardware issue with the lenses. So this is something I was a little bit concerned about with PSVR2 when they confirmed that it was Fresnel lenses. But thanks to this article from UploadVior which has discovered a patent which was filed by Sony all the way back in 2020 which isn't that long ago really. It looks like Sony has something in store up its sleeve to combat god rays. So I'm just going to read this article the important bits anyway. And this is as I said Road to Vior and it was written by Ben Lang. So we learned last week that PSVR2 will use Fresnel lenses which have a range of advantages over the traditional lenses but also come with a big downside god rays. However Sony may have a trick up its sleeve that could give the headsets Fresnel lenses a big advantage over the competition. So are we forever doomed to suffer god rays in Vior headsets with Fresnel lenses? Maybe not. And PlayStation 2 although I assume he means PlayStation VR2 might be the first headset to truly address the problem. A patent granted to Sony in 2020 proposes a method of manufacturing the Fresnel lens which can suppress god rays. The patent describes adding a lice absorbing portion to the surface of the Fresnel lens that don't actually contribute to the overall shape of the lens. This would in theory reduce god rays by preventing lice from being scattered by those parts of the lens. The patent shows several arrangements for the lice absorbing portion both on the surface of the lens and embedded within us. So here's the actual patent itself. Now don't ask me what the hell is going on here. I'm guessing all these little lines these little dots. These are the parts that maybe scatter the lice or something like that to prevent the god rays. I'm not an optometrist but I trust Sony have done their homework here. Sony's patent proposes several different methods for manufacturing such a lens. One of which involves applying a mask which blocks lice over the entire lens surface and then using some kind of exposure technique removing only portion, only that portion where lice is desired to pass through. Another method proposes starting with the lice absorbing material already shaped and then forming the lens around it so that the ridges align just right with the lice absorbing structure. This is another method I guess. We won't know obviously which method they go for until it's actually out. As ever big companies like Sony fly lots of patents and many of them never become products. There's no telling whether the method is described or even practical for mass manufacturing so it's tough to say if this might end up in PS4 or 2 but the option is on the table. So yeah that is important to mention. We could actually end up with shitty Fresno lenses that still have god rays just because they've made these patents. Doesn't mean these patents are going to actually be a reality which is always the case anytime we're talking about patents which is you know a lot. It's unlikely that we'll get any more details on PS4 or 2 lenses before the company reveals the final design which is expected sometime this year. So this is a good article from Ben Lang over at Road to VR and I will leave the source for that in the description so you can check it out yourself if you want to go into more details. Also worth noticing recently is that there's another story going around that Sony has not finalized the eye tracking system in the PS4 or 2 and instead they've reached out to this other company this Tobi company which I've never heard of before but apparently they specialize in this kind of thing and they're very good. So the word on the street is that they're in negotiations with them over this which seems very bizarre to me because how is this kind of thing not finalized? I understand it may be software based therefore it's possible it could be added in a patch later on if it's not negotiated in time for the launch of the PS4 or 2 headsets. Plus in terms of game developers developing a game where you're focusing on eye tracking and foveasit rendering if the eye tracking isn't working the foveasit rendering can't work and then your design is kind of gimped until this is confirmed. I don't know it's all up in the air. On that one I maybe should do a whole video on that one or maybe we'll wait for a live stream and go into more detail. Honest but anyway this one is mainly about these Fresno lenses. The Fresno lenses was the big concern I had. Of course now this is a new concern about the eye tracking and what's going on there but let's cross that bridge when we get to it. Let me know what you think about these Fresno lenses. Are you concerned? Do you think Sony you know they've got this Sony do have a reputation of you know excellent hardware workarounds. If you look at PS4 or 1 they had the sub pixels the RGB sub pixels that really minimized the screen door effect compared to other higher resolution headsets so Sony do have like a lot of expertise in that area. Anyway thanks again for watching. Thank you Decepticon for letting me use your music in all of my videos. You can find him in the description also and with that I will end this video. Please stay moist. We're getting closer and closer to PS4 or 2 every day. We're ancient closer to us. Okay. Bye bye.