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 do not agree. I’m getting pretty tired of the shiny cartoony untextured polygon VR look. I’m ready for more R in my VR.
Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
101–110 of 145 posts
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#102Earlier quoted context omitted.
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?
Technically though the fov is refering to fovea, not field of view.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#103The specs sound impressive and would truely make VR much more complelling (I have an oculus rift and the resolution is noticable even on low spec games). On the other hand I would wait until actual units are out there but it doesn't seem that outlandish that Google and LG would be unable to pull this off. I assume this is targeted to the gaming market because at those specs unless you sell it at a loss the MSRP is go…
> their VR has mostly been focused on mobile so them focusing on the high end market is really interesting The one consistent thing about Google's VR/AR strategy so far is that it's extremely inconsistent. Different groups within Google are taking a lot of shots on different technologies and form factors with different partners. Some examples include Google Glass (built by Google X, now revived as Glass X for Enterpr…
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#104Earlier 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…
Just making a branded VR game (ie. Zelda, Super Mario et al) would move VR hardware like hot cakes.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#105Earlier 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 )
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#106For the people worrying about GPU usage, it also says "Foveated driving logic for VR and AR applications was implemented".
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#107I'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 disp…
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#108Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#109Earlier quoted context omitted.
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 disp…
I‘m intrigued how a lag-less frame interpolation would work - the algorithm can’t look into the future, or can it?
So if that delay is 200ms, we know it makes people sick, for example. A delay of 0ms would be "zero lag" IMO.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#110I'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…
There's going to be a black bar across the top middle of my field of vision?