Live data from Hacker News

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

blurbusters.com

141–145 of 145 posts

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

#141
post #38

Earlier quoted context omitted.

This seems like a dumb question, but why is it that SDE (screen door effect) is dependent upon resolution? It seems to me like extremely high resolutions would force SDE to be solved but that SDE could also be solved by making "fatter" pixels at the same PPI. The cheapest way to do that would presumably be some slightly diffusive layer on top of the screen that diffuses by about 1/2 the distance between pixels. This…

The diffuser will blur the image, the opposite of what you want. Higher resolution screen with upscaled input does not sacrifice clarity for blur/no SDE. Upscaled input won't have as high detail as a higher resolution input, but the performance gains of the upscaled input far outweigh the negatives.

Only if the diffuser is in the optical chain and not the surface target at the focal plane of a projection.

Whenever we crumple our eyes up to squint we're creating a diffraction grating that works a treat for the myopic amnesiac I am when without my spectacles.

The ground glass of the focusing screen in my Nikon is diffuse. This particular diffusion assists with guaging the lens focus, bit only for smaller apertures than f/2.0, so that expensive 85mm f/1.4 prime lenses need autofocus. Dunno how I managed for two decades professionally before the digital switch rendered great optics practically redundant*

So what's preventing the projection of the high resolution display information into a kind of focusing screen like the old fashioned Single Lens Reflex cameras won the market with in the fifties and sixties?

Is it more physical constraints of the imposition of the display into the field of vision for infinity focus?

If long ago my amateur interest would have carried my thinking further, sadly I have no applicable reading even on the subjects, so forgive me if this is a beginner supposition in error.

I certainly see the opportunity to directly encourage the hardware development, even if the equipment will be unwieldy to use, even more so than today, for specialist fields such as fabric design and magazine printing. I have been involved in the latter for the entirety of my career, two decades of that running the company I hoped would open up enormous markets and that field even defenestrated Google in 2004, leading to the most epic narrative and pivot story if I manage to get things kicking again. * Surely there is a very good overlap between the current generation of customers for whom the budget simply isn't the obstacle, and the same customers who will allocate whatever you want to charge in the future, if you can deliver real advantages? I'm optimistic about VR, but not in any kind of short term horizon. I founded my own business on a thirty year plan.. that still could be met, and made decades one and two, kinda just the latter. Maybe this is what we all need: real long term benefit analysis and commitment. This isn't a factor of the youthfulness of the Valley to which short termism is often ascribed,when flighty CEOs are discounted, I was very young and junior by a generation and some to my co-founder, when I realized how I had found my calling. Surely the VR sector has plenty of similar thinkers young enough to put such time to their dreams?

*I kinda continue a bit in my profile, where I may be more bold soon. I welcome any feedback or inquiry, I may be less than the epitome of clarity when I come close to professional engagement with ideas I can't believe.. the industry hasn't destroyed my hopes because of politics not technology, not yet anyhow..

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

#142

Earlier quoted context omitted.

Without issues is probably stretching the truth a bit.

Well, it’s entirely up to the developer – you won’t have any issues with the driver, or of similar nature. In contrast to SLI, where the driver frequently was the cause of issues.

How's the reality situation? I mean, are there any games which run perfectly on a random GPU array?

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

#143

Earlier quoted context omitted.

Well, it’s entirely up to the developer – you won’t have any issues with the driver, or of similar nature. In contrast to SLI, where the driver frequently was the cause of issues.

How's the reality situation? I mean, are there any games which run perfectly on a random GPU array?

AMD has usually used Ashes of the Singularity as demo to show how well a game can run with DX12 or Vulkan multi-GPU.

But many of the modern engines have started splitting their render tasks so that some can be put onto additional GPUs (or physics tasks, or animation tasks, ...)

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

#144
post #115

Earlier quoted context omitted.

Never is a long time. Screens can only get so good before they're pointlessly higher resolution, and at that point GPUs will keep increasing in performance. At some point your GPU runs out of things to do.

Sounds suspiciously like not ever needing more than 64KB of RAM. The reality is that greater horsepower allows for greater abstraction, and easier to program APIs. Increasing developer productivity 2x reduces performance 10-100x, or something like that. So there’s never “enough” performance for the same reason there’s never “enough” powerful/usable APIs.

A current GTX 1080ti is overpowered for a 1080p display, it's too much GPU for too few pixels. If you're driving a 4K display or a head-mounted display with higher refresh rates it will break a sweat, but not on today's games with today's workloads.

Audio used to be really difficult to process in real-time but now it's trivial. There's only so much audio processing you can do before it's ridiculous and pointless.

The same goes for video. Once you have, say, a 40K display for each eye at 244Hz there's no point in going for more pixels or faster refresh rates. If a GPU can handle that, easily, then that GPU will probably be best put to use doing other things in addition to rendering graphics.

Memory is not tied to your senses, we can always find uses for more. Audio and video are, and at some point it's as good as real.

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

#145
post #122

Earlier quoted context omitted.

Google plans to stream vr content including games. So the GPU cost is not such a hurdle for the average consumer

It's physically impossible to stream VR games from a remote server without unacceptable lag.

I think it depends on the definition of "stream". You could maybe trade pre-rendering for file size; say prerender a million versions of a 360 degree image along with some kind of 3d shadow map - something that took a lot of the work from the unit.

We already have 3d video - I'd be surprised if the concept couldn't be expanded, leaving the unit to merge streams of background environment and 3d animated sprites.

Post reply on HN