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VR headset lens already require software chromatic abberration correction -- I'm curious what constraints if any would limit the application of this new result for VR spherical aberrations. Would love some thoughts from an optics expert on this. I also wonder if this new knowledge could contribute to a software corrector.



Hopefully it leads to software-based spherical aberration correction too, which may mean better perceived quality with the same lenses, or even thinner/cheaper lenses over time.

Or maybe they'll find a way to apply it to make better lenses that need less software-based corrections. They struggle a lot not just with clarity at the edges but god rays and glare too.


Not an optical expert, just also interested in optics for VR/AR :)




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