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

blurbusters.com

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

#91

Earlier quoted context omitted.

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.

Thunderbolt 3 runs at 40Gbps, so it wouldn't require very much foveated rendering to get the bandwidth to that spec.

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

#92
post #90

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…

One problem rarely mentioned regarding VR is input. Jim Sterling mentioned this in a recent Jimquisition[0] video, and I think it's a valid criticism - the complexity required of modern games can't often be replicated with VR as well as it can with a controller and/or keyboard, certainly not improved upon. Motion controls are often not precise enough - players can do more with buttons sitting down than they can wavin…

A similar thing was said about keyboard and mouse compared to dual analog.

And those things were true.

Games and people adapted.

Personally, I feel something work that can pick up nerve impulses as well as deliver modest feedback, tactile and or electrical will close much of this gap.

New input paradigms will advance too, just as they currently are for touch.

Touch today is getting good. The finger in the way problem is being chipped away.

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

#93

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…

Holy server hug, batman! (Chief Blur Buster here, I noticed the traffic spike).

BTW, GPU is a problem, but we're expecting Frame Rate Amplification Technologies to solve the problem. Basically improved versions of Oculus Spacewarp that can do large framerate multiplication factors with zero parallax artifacts (unlike today).

I covered this topic near the bottom of a different article about the journey to 1000 Hz displays at https://www.blurbusters.com/1000hz-journey

The gist is that within five to ten years, we'll have many tricks to increase framerates with the same number of transistors, without needing to reduce detail levels or make textures/edges blurry, without input lag, and without interpolation artifacts.

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

#94

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'm not convinced that removing sensor placement or wires is a huge problem. It's not any more involved or awkward than a big home theater setup is.

As someone who has had an oculus since the consumer version was released, my main problems are:

1) Eye strain. Even though you have a 3d effect you're still looking at something a few inches from your eye and that disconnect causes eye pain and headaches after playing for more than an hour or so.

2) Locomotion. I've yet to find any way of moving around in VR space that doesn't either make you nauseous or pull you right out of the realism of the experience.

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

#96
post #84
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.

You also don't need to render at full resolution. A significant benefit of higher res VR displays is not being able to physically see the pixels / screen door effect of the screen. You still get this benefit by rendering at a lower resolution and upscaling to the display resolution. Certainly you will be able to see 'render pixels', but that's a much less significant problem and just reduces the realism of the scene.

If you add eye/focus tracking you can selectively render the part in focus in a higher resolution and use lower resolution for peripheral vision. The end result is that you are rendering at exactly the bandwidth that the human eye can handle, which is optimal and probably not that high. Going forwards, this is IMHO where the real optimization gains are.

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

#97
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.

Atari sold millions of 2600s that had 160x192 resolution because joysticks are easier to use than hand waving.

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

#98
post #57

Earlier quoted context omitted.

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 ex…

I dont think vr is iphone1. Its more like first non-smart phones lets say nokia 6110. Its quite possible that with progress made in brains wavelengths readings, the true vr in form of iphone1 will be a head cap you put on and your view/smell/touch perceptions are overwritten by cap’s sensor. That would trully be regular vr/phone versus true vr/smartphone/iphone1

> Its quite possible that with progress made in brains wavelengths readings, the true vr in form of iphone1 will be a head cap you put on and your view/smell/touch perceptions are overwritten by cap’s sensor.

That sort of headset would be such a massive breakthrough in neuroscience that the VR aspect of it would be tiny in comparison.

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

#100

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…

VR is not dead because the resolution isn't high enough. It's dead because it's been around for 30 years and no one has found a useful application for it.
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