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Participant
July 15, 2014

what's DK2's "real" resolution? How much pixels discarded?

Hey guys,

I'm wondering what's the real resolution for DK2, I read an article that calculated for DK1, 73% of the actual screen space is used, and all other pixels are wasted.

I'm not sure for DK2, what's the percentage of pixels discarded, would that number be lower because the design is different (I believe less light is blocked)?

Thanks!

    23 replies

    Inspiring
    July 16, 2014
    Didn't Palmer say it can do 76Hz if you disable HDCP?
    Have you tried tighter timings to squeeze out some more Hz?
    Up and Coming
    July 16, 2014
    No matter how good the filter you use, any time you re-sample an image you lose information.

    You really should only ever output the final image at the native resolution of the Rift. Maybe the filtering used in the distortion pass could be better, but designing the hardware to do this after distortion is provably worse for both performance and aliasing. You might get a sharper image, but that's only because you will have more jaggies and less temporal coherence.

    And yes, rendering to a higher than native resolution buffer will always be required to compensate for the distortion, because it works by enlarging the center of the image (if it were 1:1 at the center, then the edges of the image would be shrunken inward quite a lot). How much higher depends on how much of the screen you can physically see through the lenses based on the shape of your skull.
    Participant
    July 17, 2014
    The percentage of the screen used for image data is approximately 68%. Yes... splitting the screen yields 1080x960 per eye, but the maximum is closer to 900x900 measured from each center. Horizontal resolution drops to around 700 pixels at the extreme upper and lower edges, and roughly 760 and 815 on the outer and inner edges respectively. That's no fault of Oculus -- just the reality of the optics.
    Up and Coming
    July 18, 2014
    "cybereality" wrote:
    The resolution is 960x1080 per eye.

    I think it's actually not, because it's pentile. That would only be true if you were going for a retro all green and black VR experience. The true resolution is 2/3 of 960x1080. (Or 1/2 of 960x1080 for a purely red, blue, purple and black scene.)

    So if what ian says above is right, the true resolution is approximately 800x600 per eye, but in a different shape and pixel layout.
    Currently working on Dolphin VR Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
    Participant
    July 18, 2014
    Hi 2EyeGuy. My own back-of-the-envelope calculations put the total, per-eye addressed area at roughly basic HD resolution -- i.e.: 960 x 720. As it's more of a square, the equivalent would be about 840 x 840 per eye. Keep in mind that the pixel density varies -- with the highest concentration being in the centre.

    Up and Coming
    July 21, 2014
    Why are you using DK2 display resolution with DK1 display use percentage in your figures? I thought the DK2 uses approx. 85% of it's display and the DK1 is the one that uses approx. 68%.
    Up and Coming
    July 23, 2014
    "ianbruce" wrote:
    Hi 2EyeGuy. My own back-of-the-envelope calculations put the total, per-eye addressed area at roughly basic HD resolution -- i.e.: 960 x 720.

    Did you multiply it by two thirds for the Pentile display? I believe the "pixels" are RG and GB pixels, so each is only 2/3 of an RGB pixel. That's why I was guesstimating about 800x600.
    Currently working on Dolphin VR Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
    Participant
    July 23, 2014
    "2EyeGuy" wrote:
    "ianbruce" wrote:
    Hi 2EyeGuy. My own back-of-the-envelope calculations put the total, per-eye addressed area at roughly basic HD resolution -- i.e.: 960 x 720.

    Did you multiply it by two thirds for the Pentile display? I believe the "pixels" are RG and GB pixels, so each is only 2/3 of an RGB pixel. That's why I was guesstimating about 800x600.


    Hi 2Eye. You may be right. You're going to see more and more of these appearing in the marketplace, and I think we need to have a more accurate standard for comparing display resolutions. It drives me nuts when people tout their "diagonal" FOV, or say "it's like watching a display the size of Canada as seen from the International Space Station". It's practically meaningless.

    Even so, the brain is much better handling lower resolutions than it is tracking latency, so I think Oculus's focus is exactly where it belongs.
    Up and Coming
    July 25, 2014
    Actually I think Samsung have abandoned pentile displays, so it won't be an issue in the future. I expect Oculus will use non-Pentile displays in the CV1, so it won't be an issue there either.
    Currently working on Dolphin VR Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
    Up and Coming
    July 25, 2014
    "2EyeGuy" wrote:
    Actually I think Samsung have abandoned pentile displays

    Do you have a link about this ?

    Because on Wikipedia it's said that they'll use PenTile for their smaller panels (5.7" Galaxy Note 4 and 8.4" Galaxy Tab S) and RGB S-Stripe only for the biggest one (10.5" Galaxy Tab S). I guess it may not be feasible or not economically viable yet to support RGB S-Stripe on smaller panel sizes with high resolutions.

    JDI (owned by Sony, Toshiba, and Hitachi) is also using PenTile (RGBW) for their small OLED panel (5.2"). LG is using RGB S-Stripe but their last OLED panel is only 1280x720 (LG G Flex).