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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

#12
post #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.

You can't "emulate lenses on a screen" unless it's a lightfield display (which it's not).

With higher resolution you could correct for more lens distortion, but you still need lenses, and you won't be able to fix lens flare on fresnel lenses.

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

#13

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 go…

I would also add that the price of the panel is one thing, the price of the systems needed to drive those resolutions is another. I wonder how they'll pull off appropriate frame rates at that resolution per panel.

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

#14

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 co…

Quad 1080Ti cards... Oh wait, even if you were able to afford it, they don't support it anymore do they? It's simply not possible to drive those with the current tech, I guess?

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

#15
post #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.

Interesting, I wonder whether dynamically adjustable lenses can be used to treat vision problems.

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

#16

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 co…

Given the crypto mining price inflation of the kind of GPU's needed to power something like this, it's doubly dead.

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

#17

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 co…

Whatever the price crypto currency cultists will buy them all.

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

#18
post #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.

I've never found the framerate of my Rift to be a problem however I'd gladly trade it for something with better resolution and improved contrast and brigtness.

That being said my high-end gaming PC (using a GTX1080) struggles to maintain native framerate in demanding games without reprojection on the Rift, I can't imagine what kind of futuristic computer you'll need to drive 5500x3000@120Hz in VR. Let's hope the cryptocurrency mining gold rush will have subdued by then.

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

#19
post #11

For the people worrying about GPU usage, it also says "Foveated driving logic for VR and AR applications was implemented".

I had to google foveated driving logic: It means tracking the user’s eye movements and only rendering the most central area to the eye in high-definition.

Source: https://www.roadtovr.com/google-shares-new-research-foveated...

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