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Google and LG creates VR AMOLED 120 Hz at 5500 x 3000

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Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000

#3
The specs sound impressive and would truely make VR much more complelling (I have an oculus rift and the resolution is noticable even on low spec games). On the other hand I would wait until actual units are out there but it doesn't seem that outlandish that Google and LG would be unable to pull this off.

I assume this is targeted to the gaming market because at those specs unless you sell it at a loss the MSRP is going to be at least $500. I wonder if this signals Google entring into the VR arena as a publisher to compete with Oculus. I know that also VR is used for Advertisements and they have engagement for properly setup ads for VR as 5 minutes or more so maybe they will be pushing on that front. From what I have seen from Google their VR has mostly been focused on mobile so them focusing on the high end market is really interesting.

Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000

#5
Fantastic. I've heard that to truly remove the awkwardness of VR, the refresh rates need to go as high as possible. 240hz would be better, and I've heard it argued that 1024hz is optimal.

Also, with high enough resolutions, you don't need anti-aliasing. This is pretty close to 8K, which is probably around the time that anti-aliasing stops mattering.

Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000

#7

At this point, I'd be more concerned with improving the optics: lenses that don't smudge and don't have the Fresnel lens flaring, or perhaps even with a wider field of view.

this has impact in lenses as well, because with high enough resolution you could emulate lenses on the screen.

Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000

#8

Now we just need a decade or two until consumer computing power can actually power it.

Even with a lower rendered resolution, this would kill any spec of Screen Door Effect left on the current generation of VR headsets (talking about the Samsung Odyssey and the Vive Pro).

Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000

#9
Does anyone have the GPUs to drive this tech though? I've been thinking lately that the main reason why the 2015-2016 hype about VR completely flamed out is that, on top of the ~$500 headset, you needed a new ~$1500 gaming PC to do anything with it. As a result, not enough consumers got on board to kickstart the virtuous cycle of more consumers -> more spending dollars -> more content developers -> more attractive content -> more consumers. The kind of GPU you'll need to drive a 5500x3000 display at 120 Hz certainly isn't going to help with that.

Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000

#10
post #2

That’s pretty impressive. The current generation of VR is too pixelated. Hopefully this will fix that. Now only the GPU needs to keep up. Note 60 GHz link on the Vive Pro.

I'm afraid that we'd need to see the performance jump that came with the latest generation of nVidia cards many times to be able to get there. Even a single 2160p 144Hz monitor is hard to satisfy unless we are talking about an SLI configuration, which is extremely costly given the high demand caused by people after easy money.
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