Oculus Go & Quest Max Resolution for 360VR Videos – 8K or 5.2K?

Oculus Go & Quest Max Resolution for 360VR Videos – 8K or 5.2K?

Hugh Hou: Can Oculus
Go watch 8K 360 videos? Recently there are lots of marketing
hypes from different foveation VR video players like Pixvana, Visbit
and the CrystaView 8k by Insta 360. Here is literally voice
on the Insta 360 Pro two official website about
the CrystaView player. They are not wrong, but it is
misleading because not all headset are capable to handle 8K, especially
for the most popular ones. The question remains, can Oculus
Go, the most popular VR headset and the soon-to-be-released Oculus
Quest playback 8K 360 VR videos? This video will give you the answer and the best VR video
rendering practices. [music] What’s up everybody? It’s your boy, Hugh
Hou from Creator Up. Let’s get to the point. If you don’t have the time to learn
about the detail, Oculus Go. It’s not possible to play
back 8K 360 video even with the foveation technology that Visbit
and CrystaView by Insta 360 use. The best video resolution for Oculus
Go is 5120 X 2560, 30 frames per second H.264 or 3840
X 3840 30 frames per second, for stereoscopic 3D 360. I also put the best
rendering resolution for 60 frames per second here. They are basically half of
what 30 frame per second is. Those are the best settings for
Oculus Go with Oculus Gallery. By the way, I did not come
up with those numbers. Those are the official
recommendation from Oculus itself, so there you go. If you don’t care about
view foveation, decoder limit, pixel per
degree aka PPD theory and why 8K or even
11K are mostly doing worse than 5.2K, you
can stop watching. For those of you who want to get to the nitty-gritty I will
do my best to explain. First, every headset has a pixel
per degree or PPD numbers. This is the number of
pixels that are used to show pixel for every
degree of the FOV. For example, in a headset
like Oculus Go, the panel is 1440 X 1440 pixel per eyes
with a 95 degree FOV per eyes. 1440/90 is approximately
15 pixel per degree. People have done
independent research to summarize the PPD for
each available headset. I will provide the Reddit
link below in my description. The 15 x 360 degrees is 5400 pixel. That means that any 360
video more than 5400 pixel per eyes, which is 5400
X 2700 it is a waste. 15 PPD is a set number for
the LED display inside this tank no matter what kind of
eye-tracking foveation you use. High resolution videos can
be difficult to playback or to say to decode, especially
for mobile chipsets. Headsets like Oculus Go and device
like high-end Samsung phone, can playback video 5760 X 2880 and 4096 X 4096 but
not higher than that. In this case, videos is limited
by the decoder, not the display. If you disregard that decoder limit
which is decided by the chipset inside the Oculus Go, we can get the
max out resolution of 5400 X 5400. You can still give Oculus
8K like what CrystaView does but the physical
limit will not pass 5.4K. While your Oculus Go will turn into a burning iron very
fast if you do that. Of course, the real resolution
is often limited by decoder. You usually only get
half of the max out resolution before the
decoder goes crazy on you. That is also why 3D 180 video
is better looking than 3D 360. In 3D 180, we can give
each eye 2700 X 2700, which match the eye
resolution in 180. Oculus also suggests 5120 over
5760 because 5.7K is just over headset resolution,
which can lead to aliasing. It’s useful to shoot
and edit at 8K to get to 5K but not
5.7K to get to 5.2K. Don’t get me wrong. Eye-tracked foveation
is great for when the PPD is greater than the
decoder’s capabilities. We can get to 5400 X 5400
in 60 frames per second. For example, in Oculus
Go or Playstation VR. Foveation will increase
the image quality if you make it into a
headset in a useful way. Another way, a good foveation player can do is optimize
to 360 projection. We all know equirect is
actually bad for VR headset. With projection optimization,
VR players like Visbit or Pixvana can effectively increase
your image quality by 15%. That’s actually why the video looked better with Visbit
Premium VR players. Visbit actually state clearly that they can only get
to 6k in Oculus Go. 8K playback is for Vive focus. Here, as you see right here
or the brand-new, Vive Cosmos, which just announced
at CES this year. One other thing is
for the claim of 6k or 8K playback, it is
actually not technically 6k or 8K even in the
upcoming release of the high-end Vive
or Pimax headset. As 8K, which is 8192 / 360
degrees is 22.75 PPD. No headset can reach that number. Third-party companies make 6k and
8K claims and based on how video compared to the same resolution
in equal rectangular projection. They use a different, more
efficient projection to deliver content to a headset and to
support the decoder limitations. They might actually be delivering
fewer pixels while getting, resolving powers of higher
resolution equirectangular video. For example, a company might be
able to make a 5K worth of pixels look as good as 6K equirectangular
video to be 100% accurate. Without marketing confusion,
this claim should be clarified as 6K or 8K equirectangular
equivalent in quality. Also, playback implementation
in headset matters. For example, in Oculus Go, if video
playback is implemented without an asynchronous time
warp layers, it isn’t worth playing back
video greater than 4K. When you choose a third-party
player engine and a different headset then Oculus, you should
really ask them these questions. What about Oculus Quest? As you see, we don’t
have one in here. The quest actually had
higher PPD than Go. You can get up to 19 PPD, which
makes max out resolution to 6.8K. Still far from 8K or even 11K. If you want more information
about PPD value at different VR headset, here is a good
Reddit post about it. I will share the link in
the description below. Why we even bother to
purchase an 8K VR camera? I have one right here or
even the 11K VR camera or rather Insta 360 Titan,
based on my last review video? Well, the same reason why you
use Red Helium 8K cinematic camera, and only deliver your
film in 4K on Netflix or YouTube? I will tell you why 8K
post-production workflow in my next video and
show you the image quality improvement, if
you shoot 8K or above and downsampling to headset standard. Compared to just shoot 5.2K. with you little GoPro Fusion If you want to learn
more and be smart on this topic and up your Game in VR production, don’t
forget to subscribe to this channel and I will
see you next time. [music]

Only registered users can comment.

  1. oh yes that means I will keep shooting with my yi360 at 5.7k and down sample it to 5k. so I can view with my oculus go. but I dont have the software to downres my video from 5.7k to 5k… I use Samsung action director and it allows me to down sample at 4k not UHD.
    Is there a software that I can use to edit(trim and add vr transitions and effects,audio etc) my 5.7k and down sample it to 5.2k ?
    thank you

  2. Hey Hugh! Just a quick question about the gopro fusion. Can you live stream with it? i cant seem to find out if anyone knows how to do it.

    ps this is a video I shot recently.


    Cheers Dave

  3. Good to know info. Thanks. Sorry to go off topic. ? Do you know if it's possible to use 360/180 photos to create a 3D model or 360 3D photosphere with 6DoF like properties through photogrammetry to create VR environments? Walkabouts app is the closest thing I've found, but it needs much more development, Cupix 3D isn't quite there yet either for it's price IMO. Here's an example of the 3D characteristics I'm m trying to achieve in a 360 photo.

  4. The problem I have with my Oculus Go is the bitrate NOT resolution. Anything above 20mbps causes severe lagging and stuttering.
    Anyone else notice this?

  5. I'm very curious about the Asyncrhonous Time Warp Layer. I looked it up and only found info regarding VR, rather than video. Could someone point me to some info on using this for video? Great vid Hugh. _henry

  6. Sup Hugh! A upping my game! 🙂 question I'v been having a lot of fun with my insta360 one x but I'm really thinking about doing 360 3d video what is the best entry point you think for that medium the insta360 pro? are there other contenders to think on that don't kill the bank? Thanks

  7. Hugh! For some reason my 360 stills from premiere pro 19 are messing up in YouTube but when I create them with 18 they’re perfectly fine. My new photoshop also creates awful 360’s while the older version works just fine.

    Am I missing something here????

  8. Oculus go has 80°(horizontal) x 90°(vertical) FOV per-eye. The binocular overlap is 70°, so total horizontal fov is 90° (diagonal 100°). It's easy to measure with this:
    (use the image in the link in a 360° player, as a non-stereo, 360° image)
    Then pixel per degree are 16 (horizontal: 1280/80=16, vertical: 1440/90=16). So 5760×2880 pixel for vr180° could be adequate. What do you say?

  9. What about bitrates? With Stereo 60 FPS footage, if I attempt to encode 4K H265 (as you suggest), it won't play regardless of bitrate. The best encode setting I've found so far (for stereo 60FPS) is H.265 3200x3200px 40-60Mbps. The quality looks like crap, and the video stutters occasionally.

  10. You state equirect is bad for VR headset. I'm kind of new to this so can you briefly explain why? Also can I take my monoscopic footage and export stereoscopic or will that cause issues and I need to reshoot?

  11. This is a great video, really looking for the one you teased coming up. That is the question I have been trying to answer for everyone, "why shoot 8k and only show 5k". Thanks so much for helping all of us!

  12. Hi Hugh, quick question. You mentioned 5,120 X 2560 60FPS and 3840 X 3840 for 30 FPS 3D at the beginning of the video for Go. Later on you said the max for the Go was 5400 X 2700 for the headset limit. If we export at 5400 X 2700 60 FPS pano in Premiere, will that run from the Gallery app on the Go? The decoder limit is 5760 X 2880, but that can't play due to the headset limitations, correct?

  13. A very useful video. As always. A big thanks to you Hugh ;). I personally watch your videos when I forget how to do some kind of 360 video trickery.

    However I found it a bit confusing at figuring out which resolution is good for Oculus Go (newest firmware as it updates by itself as far as I know). I have a Yi360vr which can produce 5760x2880px quality, at 24fps. Recorded at max bitrate Yi360vr is capable of. Knowing that I did some rendering, side loading and testing how the headset performs.

    Firstly I side loaded the maximum quality at 5760x2880px. I made the clip with Premiere CC 2018. Rendered it at this quality using Quicktime preset. Then used Hybrid to compress it, where I entered settings as in Hugh's video (https://youtu.be/8qz8WFfZTKM) just set the bitrate to 100 000. I uploaded this video to Oculus Go. And it plays. However I get some artifacts in the exact same place and exact same time. Plus the sound sometimes disappears or starts to loose frames. If does not play without artifacts – not good for my clients.

    Then I watched this video. I did everything exactly as mentioned above, just downsized the video in Hybrid to 5120x2560px. Nothing changed. Still get artifacts and still slow or frame loosing sound.

    At last I was desperate and downsized to 4096x2048px in Hybrid and now the video plays as it should. At start it may be a bit slowly but then it is doing great. The sound on the other hand still remains a problem. There are noticeable sound playing speed issues and sometimes – more at the end of the video, it starts to loose frames.

    Maybe some ideas about the quality and sound problems? Why does it not play smoothly at 5120x2560px? Why the sound suffers? Any ideas Hugh?

    Anyway, thanks for your videos. They are really really helpful and without them I would be struggling. Thank you once again. Pressing the like button! ;).

  14. An excellent video – just what I was looking for – would like a link to the official resolutions for 360 gallery vids though (can't find it for toffee atm). 🙂

  15. how does pixvana diamond plane optimisation compares with facebook cubemap projection ? (they both advertise 25% gain over equirectangular projection) thanks

  16. Hey, you mentioned that we can't view 8K footage on the Occulus. HOWEVER, in the CrystalView Video Converter, we can only convert videos that are at least 6K, what's the matter??

  17. So good to get the nitty gritty rather than marketing guff. Thanks again for creating and sharing this. A really useful reference video.

  18. Great Tute as always Hugh. I wondered if you have suggested Media Encoder render settings for Oculus Go available, so many people have different preferences and I wondered what yours were? Thx x

  19. Hey Hugh – love your vids – lots of great info…I'm producing a series of training 360 VR training Videos – shooting Insta 360 Pro 2 with a Matrice 600 and Guru Air 360. Final Viewing platform is the Oculus Quest….I'm just producing the Films which are sent off to be authored up to a specially designed Quest App. I'm shooting 6400×6400 @ 59.97 as well as 7680 x 3840 @ 59.97. Going into Premier using the Pro importer – using your proxies for either mono or stereo – editing, then exporting to the Oculus Quest (Sideload) This is really hit and miss – Ive tried the setting you've given here but sometimes it works sometimes it doesn't. I obvs need the max resolution possible. Any ideas what I could be doing wrong?

  20. Hi Hugh. I love your videos. I was wondering what 360 resolution would we need in an expensive camera to actually get 4k in any direction that we are looking at. 12k or 16k or some other resolution?

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