To be clear, is this per-eye? It's got to be, right? A single 4.3 inch isn't big enough for VR, right?
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
#32At 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.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#33For the people worrying about GPU usage, it also says "Foveated driving logic for VR and AR applications was implemented".
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...
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#34Earlier quoted context omitted.
Quad 1080Ti cards... Oh wait, even if you were able to afford it, they don't support it anymore do they? It's simply not possible to drive those with the current tech, I guess?
Nvidia doesn't support it, but they don't have to. Vulkan allows game developers to spread the load across all GPUs, if they wish to. You can do SLI with 8 1080Tis, an intel iGPU and an RX VEGA all together without issues
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#35Does anyone have the GPUs to drive this tech though? I've been thinking lately that the main reason why the 2015-2016 hype about VR completely flamed out is that, on top of the ~$500 headset, you needed a new ~$1500 gaming PC to do anything with it. As a result, not enough consumers got on board to kickstart the virtuous cycle of more consumers -> more spending dollars -> more content developers -> more attractive co…
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.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#36For the people worrying about GPU usage, it also says "Foveated driving logic for VR and AR applications was implemented".
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...
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#37Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#38Earlier quoted context omitted.
I would also add that the price of the panel is one thing, the price of the systems needed to drive those resolutions is another. I wonder how they'll pull off appropriate frame rates at that resolution per panel.
All you need is a hardware upscaler in the display cable to take lower resolution up to native resolution of this display. Clarity isn't as important as getting rid of the screen door effect.
Re: Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
#39Does anyone have the GPUs to drive this tech though? I've been thinking lately that the main reason why the 2015-2016 hype about VR completely flamed out is that, on top of the ~$500 headset, you needed a new ~$1500 gaming PC to do anything with it. As a result, not enough consumers got on board to kickstart the virtuous cycle of more consumers -> more spending dollars -> more content developers -> more attractive co…
Whatever the price crypto currency cultists will buy them all.