Jump to content

Article: 

https://www.theverge.com/circuitbreaker/2018/3/13/17116518/google-lg-vr-displays-dense-pixels-high-resolution

Quote

Google and LG are set to present an 18-megapixel 4.3-inch OLED headset display with 1443 ppi and a higher refresh rate of 120Hz during the Display Week 2018 trade show in late May. 

Can't wait for this thing, but to drive what amounts to a 5k display with 120hz,  you'll need foveated rendering to bring it to the masses.  maybe that snapdragon 845 chip will be involved.

Link to comment
https://linustechtips.com/topic/905781-google-lg-vr-18-megapixels/
Share on other sites

Link to post
Share on other sites

28 minutes ago, Cameleon said:

Article: 

https://www.theverge.com/circuitbreaker/2018/3/13/17116518/google-lg-vr-displays-dense-pixels-high-resolution

 

Can't wait for this thing, but to drive what amounts to a 5k display with 120hz,  you'll need foveated rendering to bring it to the masses.  maybe that snapdragon 845 chip will be involved.

quote the source

 

Link to post
Share on other sites

47 minutes ago, The Benjamins said:

FYI, VR at 18 MP is 9 MP per eye, which is roughly 3000 x 3000

yeah, 5k is around 14.7 megapixels, 8K being 33.2 megapixel, so somewhere between there.  VR really needs a resolution boost, I'll take what I can get until I can sit at my virtual desk in VR and read the text my Virtual monitor, I'll keep waiting.

Link to post
Share on other sites

Tiny step closer to that "Ready Player One" movie arent we ?! :D 

Connection200mbps / 12mbps 5Ghz wifi

My baby: CPU - i7-4790, MB - Z97-A, RAM - Corsair Veng. LP 16gb, GPU - MSI GTX 1060, PSU - CXM 600, Storage - Evo 840 120gb, MX100 256gb, WD Blue 1TB, Cooler - Hyper Evo 212, Case - Corsair Carbide 200R, Monitor - Benq  XL2430T 144Hz, Mouse - FinalMouse, Keyboard -K70 RGB, OS - Win 10, Audio - DT990 Pro, Phone - iPhone SE

Link to post
Share on other sites

For those thinking about the requirments, they really depend on how that resolution is used. For example the quite promising "human-eye resolution VR" Varjo has over 70 megapixels, but it doesn't use that pixel density for the whole image (they have stereo eye tracking and the true vision spot has the 70MP density but the rest of the screen is rendered in FullHD reducing the HW requirments a lot).

 

Concidering that the screen is 4.3" while Vive has two ~3.6" screens, it would be mechanically possible to have two of these Google-LG screens in a headset. But considering how much performance they would need to run in full resolution all the time, it would be even to crack the unicorn code to use a GPU per eye and somehow send that data without having extremely bulky cable. In "industrial" that wouldn't be that big of a problem, but for larger scale use some technology like the Varjo is needed so that the requirments for use aren't "2x Quadro P6000 or Titan Xp" or something like that.

 

But they are just releasing the screen, not headset, and it might well be coming first (or even only) to some mobile headsets with that amazing screen splitted for eyes (which still would be great resolution for VR, but the "but"s are quite many, like what about the light bleed between the two halves).

Link to post
Share on other sites

14 hours ago, Thaldor said:

they have stereo eye tracking and the true vision spot has the 70MP density but the rest of the screen is rendered in FullHD

Sounds like Vario is using foveated rendering, which is only rendering in full resolution what you are looking at... 

I'm excited to see where Vario takes it, and where do they get such a high res screen...sounds like 8k per eye + a little more.  I didn't think 8k screens were there yet.

 

...the new Snapdragon 845 chip which has foveated rendering on chip...

https://www.theverge.com/2018/2/21/17029858/qualcomm-snapdragon-845-vr-headset-foveated-rendering-6dof-slam

Quote

Still, Qualcomm says it’s incorporated foveated rendering with its new headset, which uses an eye tracker to figure out where the user’s eye is focused and lower the resolution of the peripheral vision areas. The effect is that the focused areas can be rendered at a higher resolution, improving performance and saving power.

 

Link to post
Share on other sites

I know for sure that VR needs this. But the problem of not having anything to drive VR well, still remains.

"If a Lobster is a fish because it moves by jumping, then a kangaroo is a bird" - Admiral Paulo de Castro Moreira da Silva

"There is nothing more difficult than fixing something that isn't all the way broken yet." - Author Unknown

Spoiler

Intel Core i7-3960X @ 4.6 GHz - Asus P9X79WS/IPMI - 12GB DDR3-1600 quad-channel - EVGA GTX 1080ti SC - Fractal Design Define R5 - 500GB Crucial MX200 - NH-D15 - Logitech G710+ - Mionix Naos 7000 - Sennheiser PC350 w/Topping VX-1

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×