Interlacing for 150Hz on DK2-class hardware
It strikes me that if my game can pump out 1920x1080 at 75Hz on a realistic system it wouldn't be impossible (understanding that the performance math isn't linear — I know that in my engine I could get there) to run the same game at 960x1080 at 150Hz. Could two independent panels, each driven at 75Hz, (or even one panel with two independently timed/addressable halves, though this would obviously require considerably specialized panel hardware) be presented to the system as a single 150Hz display with (in hardware) each half refreshed half a cycle out of phase so as to fake an effective frequency of 150Hz? One of the most obvious (non-technical) problems that comes to mind here would be the potential for VR sickness, but I'd be curious to find out if there is any experimental data on this particular interlacing scheme and if so, what it shows. Not being intimately familiar with the low-level workings of contemporary displays I'm assuming the Oculus engineers have considered and ruled out the independently-addressable-halves-of-a-single-display scheme for technical reasons beyond my comprehension, but a "double" refresh rate mode is something I'd definitely be interested in being able to take advantage of in any future Rift model with independent panels.
