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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

#52

I'm looking forward to the next generation of VR headsets immensly. A lot of people have been quick to jump on the "VR is already dead" train, but having picked one up during Christmas this year, it's obvious how much potential is there. There are a few things that need to be accomplished before widespread adoption: - Removal of wires. It restricts movement too much and removes immersion. The new HTC headset is a ste…

> we're in the iPhone 1 stage of VR You could immediately do a number of useful (read:productivity enhancing) things with the iPhone 1 - play your music, make calls, browse the web, take pictures, send emails. It deprecated a lot of what needed to be done on traditional phones, desktops, and laptop computers. It would last a day without charging, you wouldn't have to hook it up to a GPU or strap it to your body to us…

Id say VR is still in the windows mobile and palm pilot days.

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

#53
post #38

Earlier quoted context omitted.

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…

The diffuser will blur the image, the opposite of what you want. Higher resolution screen with upscaled input does not sacrifice clarity for blur/no SDE. Upscaled input won't have as high detail as a higher resolution input, but the performance gains of the upscaled input far outweigh the negatives.

It seems like there should be a middle ground where you blur enough to remove SDE but not enough so that pixels overlap. The whole problem with SDE is that there is a perceptible gap between pixels - blur will spread the pixel over the gap but the gap is what ensures that the pixels do not become blurred ontop of each other. I assume this doesn't work in practice (since I don't think anyone is doing it), so I'd be interested in an argument for why it doesn't.

Conceivably, a higher resolution display would have a worse SDE than a lower one. If the pixels became smaller, then the gaps between pixels could get worse even if there are more pixels per inch. For example, [1] shows a game of Tetris played on a building and the problem with it is not that the resolution is low, but that the pixels have too gaps between them. Doubling the resolution would only help a little but make each pixel a big square instead of a dot would help immensely. A diffusive screen over that building could help potentially quite a lot. This is obviously an absurdly exaggerated scenario.

[1] https://mashable.com/2014/04/06/building-tetris-philadelphia...

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

#54
The specs are nice but I wonder if it can work well on games with current high end computers. If they really release it I will most likely buy it though.

I think that this kind of headset is meaningful for both VR power users and developers but Google and Facebook should focus on non gaming content to attract a wider audience.

Facebook is in the odd position where they could make a WebVR social killer app over night but they won't because they really badly want to become the Apple of VR with their Oculus Store. I think that they will regret this strategy in the future. That or they will have to cash billions out once more to acquire a company that found out what to do with this tech.

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

#55

I'm looking forward to the next generation of VR headsets immensly. A lot of people have been quick to jump on the "VR is already dead" train, but having picked one up during Christmas this year, it's obvious how much potential is there. There are a few things that need to be accomplished before widespread adoption: - Removal of wires. It restricts movement too much and removes immersion. The new HTC headset is a ste…

> we're in the iPhone 1 stage of VR You could immediately do a number of useful (read:productivity enhancing) things with the iPhone 1 - play your music, make calls, browse the web, take pictures, send emails. It deprecated a lot of what needed to be done on traditional phones, desktops, and laptop computers. It would last a day without charging, you wouldn't have to hook it up to a GPU or strap it to your body to us…

> There are very few polished games or apps available for VR

Not true. Examples: Brass Tactics, Robo Recall, In Death, Lone Echo. There are already more quality games in the Oculus Store and Steam than most people will have the time to play.

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

#57

I'm looking forward to the next generation of VR headsets immensly. A lot of people have been quick to jump on the "VR is already dead" train, but having picked one up during Christmas this year, it's obvious how much potential is there. There are a few things that need to be accomplished before widespread adoption: - Removal of wires. It restricts movement too much and removes immersion. The new HTC headset is a ste…

I agree that VR is here to stay, and most of the things people complain about will be solved within a couple of years. I get the impression that most people here are chronically underwhelmed by things. My mind is still blown by the PSVR, the least advanced of the big 3. But I'm older, and I've been waiting for this since 1990. To me the killer app is VR. Myself and everyone I know (including non-techies) got VR to experience VR. I realize a true killer app would have greater reach. I don't think those are knowable except in hindsight. I thought Google Earth was killer, but I guess not everyone agrees. I would love to see game companies invest in decent ports of existing AAA games, including WoW. Again I don't think it needs any big whiz-bang extra, besides being in VR.

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

#58

I'm looking forward to the next generation of VR headsets immensly. A lot of people have been quick to jump on the "VR is already dead" train, but having picked one up during Christmas this year, it's obvious how much potential is there. There are a few things that need to be accomplished before widespread adoption: - Removal of wires. It restricts movement too much and removes immersion. The new HTC headset is a ste…

I have similar opinion. And I dont think it is even iPhone 1 stage yet. It is more like early Smartphone. iPhone manage to get to a very decent and wide usage Smartphone within a 5 years time. I dont see this happening yet with VR, as it is extremely limited by hardware and software.

As we finally realize, how not very real time our OS and software / hardware. After all these years of abstraction and slight delay added to everywhere in stack. We finally have a motive to unwind / improve those.

May be some day we could have Sword Art Online Style Game to move VR forward. Link Start.

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

#59
Everyone says that a powerful GPU is needed to drive this thing, but I don't think that's a must. Careful art direction based on current hardware limitations can produce nice-looking virtual worlds — not photorealistic, but still immersive and fun. Nintendo pulls this thing consistently.

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

#60

I'm looking forward to the next generation of VR headsets immensly. A lot of people have been quick to jump on the "VR is already dead" train, but having picked one up during Christmas this year, it's obvious how much potential is there. There are a few things that need to be accomplished before widespread adoption: - Removal of wires. It restricts movement too much and removes immersion. The new HTC headset is a ste…

- Removal of sensor placement the room. This will be harder to do, but cameras/sensors built on the headsets themselves could potentially accomplish this.

Inside out tracking is a reality in consumer devices now. All Windows MR devices that shipped late last year have 6DOF inside out tracking via cameras on the front of the headset with no external sensors. Moving forward there will be more devices from other vendors that use inside out tracking. Qualcomm has shown prototypes, Google + HTC were working on a tango device that got cancelled, HTC is working on an inside out standalone for the Chinese market, Oculus has shown standalone inside out tracked prototypes, etc.

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