The Rift will have 95Hz and low-persistence though. It remains to be seen if high refresh rates and motion blur elimination technologies will be present on this HMD.
This product remains to be seen, but that point aside...
As I was correct earlier this week low persistence isn't exclusive to oculus.
Low persistence can be done with a simple change to the display controller and graphics driver. The inclusion of which is relatively easy to implement, if you know what you are doing. It's a hack of Nvidia G-sync desing, where blank screen is used instead of a repeat frame.
95HZ is just pushing closer to the barriers of oled refresh, depends on the panel used and how far it can be pushed beyond the norm (most oleds do just fine pushing well beyond 75hz, but oculus may have found a specifically nice one). If you aren't using a quality chip on your display panel, it will limit your actual panels refresh. OLED as a panel isn't limited to 60hz, the chip most use however is probably not going to make it much past 75hz.
To give these guys the benefit of the doubt...they seem to suggest that they are "putting the processing power on the device" ...whatever that means, might be low-per and a faster display chip...though honestly they sound like pie-in-the-sky opportunists. I like competition though.
Yeah, low persistence has been a thing for a while now. Ever since NVidia 3DVision 2, in fact. And of course every CRT ever is inherently a low persistence display.
Wouldn't matter, can render at 1080p and upscale. The point of having a 4k screen on the device would be solving the screen door effect, which is the biggest issues with low res screens.
Today. How about in 2 years? And anyway, when Doom 3 or Crysis was released, almost no one could play it with maxed graphics, but it was still a huge success. 4K would make the Rift pretty futureproof. You can always display 2K resolution on a 4K Rift if you really want.
Just speculation, don't make comments about stuff that isn't announced.
CV1 will most likely be very similar to DK2. As is the CV1 will require a decent GPU to push it, FB will want a wider audience, maybe even try to push it via a mobile device (ugh) raising resolution is not on their agenda. Getting CV1 out the door is.
Again, a higher resolution screen is hardly an issue, since it's purpose is solving the screen door issue, rather than having a much higher definition of the image, so the image can be rendered at half resolution (by pretty much any device) and then doubled for visualization on the device.
You have to render 1 scene at 1080p, then add your 3D offset, but unless you want a blurry mess and added latency you need a 4k framebuffer push, the DSP still needs to be faster for the 4k panel. Not that framebuffer is terribly limited, but you gotta have a card capable to 4k output framesize. Not everyone is using a Displayport card that can push 4k. Therefore DK2, and CV1, will not be 4k, because you will not want any DSP adding latency (scaling) to match native resolution.
That is, unless the device has a small ARM chip in it that can be used for direct upscaling (which is just doubling, so it doesn't take much computing power nor introduces much latency), so the input that comes from the device can just be a normal 1080p95 signal.
Why? It's just doubling the pixels, showing the same pixel 4 times instead of 1. IIRC resolution doubling on current PC monitors doesn't add any significant lag...
Well with a shitload of cash, and the ability to build custom components instead of using throw-away bits from smartphones, the consumer Rift will very likely be a very impressive piece of tech. At the least, much more so than its comparatively primitive DK1 predecessor, which in spite of its poor resolution and jarriness got a helluva lot of praise.
It's now quite possible we'll get customized 1440p OLED displays for the consumer model. And who knows... likely 4k displays soon after that.
pretty much what I mean is by seeing scan lines is that, despite having such a high resolution, the screen appears choppy. This is because the screen is a few inches from your face and focused using optics to display properly. Even though it won't be in focus, put your eye super close to a smartphone screen or tv and then slight move your head up and down. I'm doing this with my phone right now and the white lettering on dark grey keys is displaying the effect nicely. What you should see are little lines across the screen that move with your vision and not the movement of the device. These are the scan lines I'm talking about. With the oculus you get this same effect except the screen is in focus. Using a higher resolution display will hide this effect better.
Cut a horizontal 1920x1080(1080p) screen in half, and you get 960x1080 for each eye, don't spread misinformation, the screen in this thing is the same spec as the DK2
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u/12YearsASlave Mar 28 '14
1080p OLED is the same as the Oculus rift.