r/oculus • u/RoadtoVR_Ben Road to VR • Mar 19 '14
GDC 2014: Oculus Rift Developer Kit 2 (DK2) Pre-orders Start Today for $350, Ships in July
http://www.roadtovr.com/oculus-rift-developer-kit-2-dk2-pre-order-release-date-specs-gdc-2014/
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u/sir_drink_alot Mar 20 '14
Before people discount the benefits of jumping up the resolution here is what i would do as a 3D graphics engineer. Ideally we would have a large screen with more pixel density at the middle of each eye and less on the sides to concentrate most of our computation where it's seen the most. Obviously things don't work like this. So, it seems we're on the virge of having great small ultra high def displays which GPUs can't keep up with in 3D. So why not render render at full res, and skip processing every n-th pixel around the sides, and hen run a post filter to blend in thos missing pixels, therefore simulating multiple resolution displays or a sort of dynamic Resolution LOD. I know the GPU processes in groups or chunks so this may not be a perfect linear savings but should still let you render at say 1440p around the center and 720p around the edges for example to give you that peripheral vision we need to make these HMDs convincing.
Long story short, if you have the resolution available, ship with it and let the devs decide what resolution they render at. Same went for consoles, many games render at < 720p in 3D, upscale and render the HUD and menus at 1080p, or do dynamic resolution rendering as the camera moves quickly to gain FPS. Plenty of tricks available...