Experimenting with Flex OLED for VR screen
Hi Guys,
I was wondering...
As the flex OLED's are coming to the market ( and being used in wearables) I would love to see oculus consumer version using a flex OLED to have a physical shape (to match distortion optics) which is being calculated at the moment using shape transformations. This will enable native software to run just like it were a flat, split screen and will also take care of the pixel density problem plus save a lot of computation at least reducing one step in the rendering pipeline. Although this might be easier said than done, I would like to hear from people at Oculus who I believe might be experimenting. :)
Disclaimer: It is a crazy idea with little or no knowledge of the algorithms and techniques used so far. Please excuse my ignorance.
I was wondering...
As the flex OLED's are coming to the market ( and being used in wearables) I would love to see oculus consumer version using a flex OLED to have a physical shape (to match distortion optics) which is being calculated at the moment using shape transformations. This will enable native software to run just like it were a flat, split screen and will also take care of the pixel density problem plus save a lot of computation at least reducing one step in the rendering pipeline. Although this might be easier said than done, I would like to hear from people at Oculus who I believe might be experimenting. :)
Disclaimer: It is a crazy idea with little or no knowledge of the algorithms and techniques used so far. Please excuse my ignorance.
