Japan Display managed to get 8K pixels into a 17.3-inch screen
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David3k
https://en.wikipedia.org/wiki/DisplayPort#1.3
no, not quite, but every supported resolution below that can handle it on 4:4:4, though.
I expect it to be addressed in DisplayPort 1.4, however.
readonly
Dch48
And, what's the point? On that size screen, it's not going to look any better than regular HD. It's like my Nexus 7. Does it really need as high a resolution as it has? No, it doesn't.
Dch48
kegastaMmer
Is it safe to assume we will have decent 8k capable rigs after 4 generations of GPU :?
S3nt3nc3
Another tech that is not going to be mainstream for 10+ years. Why? Because money and i'm not talking about how much it would cost but how much companies would lose by not selling current tech.
Mineria
Mineria
kendoka15
here). This wasn't just a ballpark figure. In current (Rift consumer version and HTC Vive) VR HMDs, text is hard to read and detail far away is a mess of pixels. Screen door effect is reduced but still present. Resolution will need to improve drastically to get to a lifelike level of detail, but is usable since the DK2.
Oculus/HTC aren't trying to sell you a product that will make you nauseous. That's why they've waited this long to actually release something to the public, to make it as perfect as a 400$ easy to use piece of hardware can be.
I hope you're (and the other people reading this forum) better informed about current VR tech. 🙂
(For context, I've had a DK2 and been active on the Oculus subreddit since last september and have followed every VR article for a couple of years)
Considering how little you know about current VR and have never tried it, I will now try to inform you:
It isn't called motion sickness because there is no motion. It's called simulator sickness. Simulator sickness happens when what you're seeing doesn't quite match up with what you're feeling with your inner ear. This was fixed long ago with positional tracking (translation).
In the DK1 days, people got sick because of: motion blur (persistence of the display), low resolution, and a mismatch like I stated above with what you see and what you feel. With the DK2, they added low persistence (no motion blur whatsoever because the pixel only lights up a tiny fraction of the frame instead of being always on), a higher framerate, and positional tracking (a human head has parallax when it turns. The neck doesn't perfectly pivot on it's center), and a higher resolution. When the software is well coded and the latency of the head tracking low enough, there is no nausea because there is no mismatch (unless your IPD - interpupillary distance - isn't setup correctly).
The cases where people report nausea are in applications where there is movement of your character (spaceship games, racing games, or when your character moves by walking). This is why VR locomotion will be a tough nut to crack for the next few years. Many developers have remedied this by allowing you to "blink" where you want to (teleport, basically).
The consumer version of the Rift and the HTC Vive both have dual 1080x1200 90hz displays, so SDE (screen door effect, or seeing the space between pixels) is greatly reduced and smoothness is improved to a point where head tracking latency is physically imperceptible.
Now about resolution. A VR display is magnified. That means that a 577 ppi display like on the Galaxy S6 looks like a 1080p 24' display from very close. Michael Abrash (Oculus VR's chief scientist, worked on Quake for Id Software and was working in Valve's VR lab before joining oculus) stated about 6 months ago that in order for VR displays to look as good as real life in terms of detail, we would one day need a 16K display for our full human field of vision (article about it blahsaysblah
tsunami231
how many arms and legs are needed to afford that? let alone afford a gpu that could feed that
seeing as there is no industry standard on contrast ratio and everyone make up there own numbers it is not impressive my moniter has or is marketed as having 50,000,000:1:ratio but again that dont mean anything cause every manufacture test this differently cause there is no standard