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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

#31

To be clear, is this per-eye? It's got to be, right? A single 4.3 inch isn't big enough for VR, right?

The size of the screen isn't very relevant, because for proper use there needs to be a lot of lenses between the screen and your eyes, and they can use those lenses to magnify the screen to whatever field of view they want. Mostly a smaller screen just makes the headset smaller.

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

#32

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.

Improving resolution allows for reading text smaller than a billboard. FOV and lens flare are bad, but text is a higher priority IMO.

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

#33
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...

Huh, I've been wondering for like a decade if we'd start doing this, but the eye-tracking latency must have to be insane.

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

#34
post #23

Earlier quoted context omitted.

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

Without issues is probably stretching the truth a bit.

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

#35

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.

The assumption is that the system would use foveated rendering to keep bandwidth demands down.

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

#36
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...

Is this foveated as in Field-Of-View-ated?

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

#37

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

Isn't it a very scalable problem? Just put more processors to GPU.

Right but "consumer" implies a price point, which is not very scalable.

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

#38

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 seems like a dumb question, but why is it that SDE (screen door effect) is dependent upon resolution? It seems to me like extremely high resolutions would force SDE to be solved but that SDE could also be solved by making "fatter" pixels at the same PPI. The cheapest way to do that would presumably be some slightly diffusive layer on top of the screen that diffuses by about 1/2 the distance between pixels. This seems like such a simple solution that it would have been tried already though, so why is the focus on resolution?

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

#39

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.

The people that buy GPUs for mining don't really have to believe that cryptocurrencies are the future; they just have to run the numbers and see that mining is profitable with a specific hardware, it's not belief but economics.
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