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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

#61

Earlier quoted context omitted.

> 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.

Or in the MS-DOS 2.5D days of gaming (Think DOOM). Despite the technical limitations, it is this awesome feeling of experiencing something revolutionary and new.

Previous VR endeavours, like 90s, early 2000s would then be the Pac-Man and Donkey Kong in this analogy :-)

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

#62
post #39

Earlier quoted context omitted.

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.

You have to believe that it'll stay profitable for long enough to repay the investment, which is dubious at present. It definitely is a belief.

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

#63
post #39

Earlier quoted context omitted.

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.

Participating in cults is profitable for a subset of cultists.

Providing services to cultists certainly does not make you a cultist :)

What motivates people to write these silly comments attacking cryptocurrency investors? Jealousy?

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

#64
post #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 cryp…

Foveated rendering should help a lot, but you'll still definitely need a powerful one.

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

#65
post #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 cryp…

Per-pixel operations in games have become extremely expensive in the quest for ever more impressive rendering. That gives lots of room to scale back, and still provide a very immersive experience, just with more modest rendering.

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

#66
Gaming today is big. So big I dont think anyone forsee this coming. And VR is going to push this into another level.

I would have loved Apple to capture on this, as they stand to be the company that makes software and hardware well integrated. The problem is Apple has never gave a damn about gaming. They say they do, but they dont. And It isn't their priority, it isn't in their DNA. ( I bet none of the VPs are gamers of any sort ).

Nintendo could be another fit. But they are always lacking in Hardware and VR is very much hardware limited.

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

#67
post #63

Earlier quoted context omitted.

Participating in cults is profitable for a subset of cultists.

Providing services to cultists certainly does not make you a cultist :) What motivates people to write these silly comments attacking cryptocurrency investors? Jealousy?

Desire to easily buy GPUs for gaming at a reasonable price!

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

#68
post #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.

This is so true. Case in point: Brass Tactics uses cartoonish "game of thrones intro" graphics that is quite optimized. A current graphics card can even render the game world from a different overhead view on the monitor, with capacity to spare.

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

#69
post #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.

I would love to walk around in a VR world that looked like the old vector displays. Slightly glowing wire frames but with occlusion. This technically doesn't even need polygon rendering, though doing so with mostly black textures except the edges might be cool. At todays resolutions I think small cylinders along the edges of flat black surfaces might look better. And that's just one stylized world that doesn't require a mammoth GPU to handle.

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

#70
post #61

Earlier quoted context omitted.

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

Or in the MS-DOS 2.5D days of gaming (Think DOOM). Despite the technical limitations, it is this awesome feeling of experiencing something revolutionary and new. Previous VR endeavours, like 90s, early 2000s would then be the Pac-Man and Donkey Kong in this analogy :-)

> Or in the MS-DOS 2.5D days of gaming (Think DOOM).

We're most definitely there. Here's the Original DOOM, modded for VR:

http://rotatingpenguin.com/gz3doom/

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