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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

#21
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'll have to give me more details about that, because that seems physically impossible to me (at least with the common definition of "screen").

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

#22

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…

Not just GPU but display bandwidth too, 5500x3000x120Hz requires a monstrous 59.40 Gbps according to this calculator: https://k.kramerav.com/support/bwcalculator.asp

For that you'd need multiple displayport cables.

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

#23

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?

Nvidia doesn't support it, but they don't have to.

Vulkan allows game developers to spread the load across all GPUs, if they wish to. You can do SLI with 8 1080Tis, an intel iGPU and an RX VEGA all together without issues

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

#24

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.

All you need is a hardware upscaler in the display cable to take lower resolution up to native resolution of this display.

Clarity isn't as important as getting rid of the screen door effect.

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

#25
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...

Real source: https://research.googleblog.com/2017/12/introducing-new-fove...

(the one you linked came up first for me too when searching around, took a little more digging to find the original article).

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

#26
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...

That sounds really nice.

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

#28

Earlier quoted context omitted.

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.

All you need is a hardware upscaler in the display cable to take lower resolution up to native resolution of this display. Clarity isn't as important as getting rid of the screen door effect.

This can't be overstated. You can achieve really convincing presence with nothing but flat shaded primitives, but the effect is greatly diminished if it appears there's something external in your field of view.

The other bonus here is that with the huge resolution bump, other use cases become available. Reading text in VR is tricky with the shipping headsets right now, but with this, a virtual desktop could be realistic.

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

#29
As a home user who has a passing interest in VR. I would throw down a bunch of cash to get something like a STAR VR setup for watching TV/movies.

Something that can give immediate immersion when put on, scaled down, lightweight/comfortable, portable and can last around 5 hours would be a great first step.

[0]: https://www.starvr.com

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

#30

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…

Not just GPU but display bandwidth too, 5500x3000x120Hz requires a monstrous 59.40 Gbps according to this calculator: https://k.kramerav.com/support/bwcalculator.asp For that you'd need multiple displayport cables.

Assuming YUV 4:2:2 at 8 bit per component you end up with about 32Gb/s, 40Gb/s for 10bits.

By the time GPUs able to render at this resolution and framerate become mainstream I'm sure we'll have the cables to connect them. The big problem with VR is that you want very long cables to be able to move around unless you manage to stuff everything into a backpack. Very high bandwidth and long cables don't always play very nice together. Worst case scenario there's always optical fiber...

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