Live data from Hacker News

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

blurbusters.com

71–80 of 145 posts

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

#71
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 absolutely agree ! I do see the appeal of photorealism but lots of excellent 3D experiences are far from photorealism. A sensible art direction can go very far, and I'd even argue that a less than ideal graphical experience can be forgiven if the content is meaningful and engaging enough. I think we all have examples of this in mind

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

#73

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…

How reliable are they? The Vive's tracking is pretty rock solid. I'd be very disappointed with anything less (e.g., even 97% solid is not good enough) given that any glitches are REALLY jarring and nauseating in VR.

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

#74
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.

> Everyone says that a powerful GPU is needed to drive this thing, but I don't think that's a must.

It is not a must, but it is a mostly. Most people want something approaching realism by default. Stylism is okay but it isn't the primary use case.

The video game sales show this. Top selling games are mostly ultra realistic, Witcher, Call of Duty, Modern Warfare, Battlefront, etc. Yes there is Nintendo's low end strategy but most are ultra realistic.

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

#75

Earlier quoted context omitted.

- 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…

How reliable are they? The Vive's tracking is pretty rock solid. I'd be very disappointed with anything less (e.g., even 97% solid is not good enough) given that any glitches are REALLY jarring and nauseating in VR.

>How reliable are they?

They are very, very good. I've owned every major HMD since the DK2 came out in 2014, and I would say the Samsung Odyssey is the best one to date. The inside-out tracking is fantastic and just as good as Lighthouse (in practical usage, not theoretically). When you consider that there is no setup involved, it makes it a no brainer that this is the way forward.

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

#76

Earlier quoted context omitted.

I dont think we're even in iPhone 1 stage - more like Motorola Razr (the old one, back in 2004/05). The real cool stuff is barely even being thought of now, let alone built and sold. Also, in a perfect world this will all just be a transition step before we get full on holodecks.

The other thing that needs to happen is that the skill, time and money required to create quality VR & AR content needs to be significantly reduced. This will come with time too. We're doing our own small part to try and make that happen with our automated 3D scanning platform ( http://realityzero.one )

I don't think the skill,time,money required for VR is the man problem. It's not all that much harder to make a VR title vs non-VR title the coat is roughly the same. The problem is there is not a large enough VR market to justify the normal AAA size budgets.

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

#77

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…

> average computers to be able to render high frame-rates without breaking the bank High res stereo at 120Hz is never going to have to same graphics as the latest high budget big game release. Current GPUs are already very powerful, but if people have the expectations of getting the same graphics when they use VR they are going to be very frustrated.

I'm all for it if it means that AAA games will finally step off the photorealism treadmill and admit that pushing polygon counts is not a substitute for art direction. I'll take a Fortnite look over a PUBG look any day.

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

#78

Earlier quoted context omitted.

How reliable are they? The Vive's tracking is pretty rock solid. I'd be very disappointed with anything less (e.g., even 97% solid is not good enough) given that any glitches are REALLY jarring and nauseating in VR.

>How reliable are they? They are very, very good. I've owned every major HMD since the DK2 came out in 2014, and I would say the Samsung Odyssey is the best one to date. The inside-out tracking is fantastic and just as good as Lighthouse (in practical usage, not theoretically). When you consider that there is no setup involved, it makes it a no brainer that this is the way forward.

The problem I find with inside-out tracking is the range of motion. One of the most powerful concepts in VR is being able to do things with your hands when you are not looking at them.

Maybe they could do inside-out tracking on the controllers?

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

#79

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…

> average computers to be able to render high frame-rates without breaking the bank High res stereo at 120Hz is never going to have to same graphics as the latest high budget big game release. Current GPUs are already very powerful, but if people have the expectations of getting the same graphics when they use VR they are going to be very frustrated.

There are rumors about foveated rendering being demoed around the same time.
Post reply on HN