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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

#101
post #85
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 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.

Personally, I'm ready for more _fun_. I don't care how realistic it is. The new experience alone is captivating. We have "realistic" in the games industry already, and its produced the worst games of all time.

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

#102
post #36

Earlier 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?

In laymen terms, sure! Its a useful enough way to think about it.

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

#103

The 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…

Of course that’s a problem with all of Google, not just VR. The last major top-down strategic direction they had was social, and that didn’t go very well.

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

#104
post #83
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…

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

#105

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 )

That's a very good point. No content = no point.

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

#106
post #11

For the people worrying about GPU usage, it also says "Foveated driving logic for VR and AR applications was implemented".

Ya this is effectively a non issue. https://www.roadtovr.com/nvidia-perceptually-based-foveated-... The primary issues in this space is latency not raw power.

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

#107

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 disp…

I‘m intrigued how a lag-less frame interpolation would work - the algorithm can’t look into the future, or can it?

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

#108
From a GPU perspective this is going to require some powerful hardware to drive. If you look at the 3D game benchmarks for the geforce1080 vs the 1080ti (and slightly overclocked, more expensive versions of the 1080ti), the only video card that will actually deliver close to a consistent 60 Hz at 3840x2160 on a SINGLE DISPLAY is a 1080ti. Now multiply that by two screens, and a resolution per screen that is considerably higher than standard 4K.

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

#109
post #107

Earlier 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?

I think lag is defined as the time between when you make a movement and the movement is displayed, right?

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

#110

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…

>Imagine the iPhone X version

There's going to be a black bar across the top middle of my field of vision?

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