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Up and Coming
August 30, 2014

The real resolution of DK2 vs DK1

I never had DK1 but I feel the display resolution of DK2 is still way too low. I wonder this also has sth do with the petile OLED panel. If you calculate, pentile 1080p panel only has 4M total subpixels (2M Green + 1M Red + 1M Blue), not that much more than 3x1M total subpixels from a 720p LCD panel used in DK1. 4M vs 3M is only equivalent to a 15% dpi increase, unlike 6M vs 3M which is 40% increase of dpi.

I hope in CV1 the 1440p panel is not Pentile, so we can get all the 11M subpixels. I believe a near perfect resolution has to be 4K but then we're running into the problem as how many PCs can push games @4K x 75fps...

    12 replies

    Up and Coming
    September 5, 2014
    DK2 is relatively low res, yes, However again much of this is software/design dependent, along with becoming 'used' to the resolution. I am still finding many (good) cases now where I don't even notice the resolution 'problem' at all (or SDE) because the scene in question is sharp, well designed, well lit.

    Textures (or materials) seem to play a part. A lot of UE4 stock materials really look good in the Rift. It's like they have a physicality that seems to prevent pixel peeping (you have to really look hard to see the pixels instead of the object/material). MANY earlier demos ported from DK1 are using low res textures, low poly geometry and bad colour choices and this exasperates the 'low' resolution of the DK2. I've seen plenty of things in UE4 (mainly my own messing around with supplied demos or my own prototypes) that make the pixels almost disappear. View distance is an enemy for now, and if you can keep things close up it looks really nice and even HD as you'd expect.

    Of course more res is always welcome and probably my #1 wish (then FOV), I'm in no way disappointed for a DevKit or even if this was all we had as a consumer version vs the atrocities of the past in the HMD world. :lol:
    EX DK2/VIVE/PSVR/CV1/Q2/PSVR2 | Currently Quest Pro (PCVR) | VR developer RTX 3080 FE / 12900k / Windows 11 Pro
    Up and Coming
    September 10, 2014
    "2EyeGuy" wrote:
    I calculated that the DK2 is roughly the same resolution in true visible pixels as 800x600 per eye.
    ...

    I trust you figures more than mine but I got:
    DK2 approx. 881,280 visible pixels per eye (1920x1080x.85/2)
    800x600 = 480,000 pixels

    Are you figuring in pentile subpixles vs non pentile or is my 85% display usage too generous?

    "YangYH" wrote:
    ... I hope the rumored 1440p panel in CV1 is not pentile so we can get all the 11M subpixels to help every bit on the resolution part ...


    Unless they change lenses and the distortion or the shape of the display, with 1440p you might hope to get all of the 9.4M visible subpixels. The other 1.66M subpixels should be in the blacked out area.

    Since some people were able to see the edge of the display on the DK2, 85% visible pixels must be close to as optimized display usage for the distortion.

    People always mention the increase in resolution from DK1 to DK2 but rarely mention the increase in display area usage.

    Oculus DK1 uses approx. 68.5% of 1280x800 screen: 0.70M pixels / 2.10M subpixels / ~90º horizontal fov
    Oculus DK2 uses approx. 85% of 1920x1080 pentile screen: 1.76M pixels / 4.41M subpixels / ~85º horizontal fov