Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
121–130 of 145 posts
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#122I'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…
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#123Earlier quoted context omitted.
Just making a branded VR game (ie. Zelda, Super Mario et al) would move VR hardware like hot cakes.
Its chicken and egg though. No company will make VR games unless the market is large enough. Its up to the little guys who can take risk, to prove the market before the big guys come in and take over.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#124I'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…
Google plans to stream vr content including games. So the GPU cost is not such a hurdle for the average consumer
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#125I'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…
>Imagine the iPhone X version There's going to be a black bar across the top middle of my field of vision?
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#126Think Google is going to need to develop some custom silicon to drive this level of resolution and not going to be easy.
A custom high bandwidth driver IC was fabricated. Foveated driving logic for VR and AR applications was implemented.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#127Earlier quoted context omitted.
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.
That's a really interesting idea, but can you imagine how incredibly annoying it would be if there were any level of latency? Seems like even a few 10s of milliseconds of latency would make that rather horrible. Especially considering how fast your eyes can dart around a screen, could we even do that today?
The brain corrects for things like that automatically. Might work just as well here.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#128At this point, I'd be more concerned with improving the optics: lenses that don't smudge and don't have the Fresnel lens flaring, or perhaps even with a wider field of view.
this has impact in lenses as well, because with high enough resolution you could emulate lenses on the screen.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#129The 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…
Clay Bavor's presentation at Google I/O[1] and SID Display Week[2] seems to outline their strategy concerning AR/VR pretty well.
>Some examples include Google Glass
Released in 2013 and pivoted to enterprise use. Now under the control of the Google hardware division.
>Tony Fadell of Nest who then ended up leaving Google altogether
Yes, he did leave Google, but only after being assigned to the roof.
>Google Cardboard (a side project by 2 smart Google France engineers for a conference)
A low cost VR solution developed in 2014 by two Googlers during their 20% innovation time off. I believe it's also the most widely used VR solution in the world.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#130I am wondering why all VR device is designed like a glass. Isn't it more comfortable to the user if we design it like a helmet?