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Odds of a 1440p display?

Jossos
Honored Guest
So dk2 is out, which has pretty impressive specs. and apparently since consumer version will be a step above that, what are the odds for a 1440p display? I'm sure people are willing to drop the graphic settings for clearer vision. I got a 780 so it doesn't bother me. also whats the max hz for a 1440 screen? I hear it's like 83.33 or something. I use a dvi coord so idk if that makes a difference.
92 REPLIES 92

MrMonkeybat
Explorer
"owenwp" wrote:
Palmer said on reddit that they would exceed Abrash's minimum specs from Steam Dev Days, which means greater than or equal to 95hz and 1k by 1k per eye.

1920x1080 is teeeechnically close enough to that, but yeah 1440 seems like a real possibility given their budget. They don't exist in high volume right this moment, but there are multiple currently in the works as small as 5 inches.

If they can get one at the cost of waiting a year, it would be worth it I think. At that resolution you could watch a 720p movie in VR Cinema with no significant loss of quality. Perspective resampling and distortion will cost you a little, but pretty much all the pixels will be there.


For those who want to know more here is the context:
http://www.reddit.com/r/oculus/comments/21nmu9/any_chance_of_a_news_update_coming_to_clear_a_few/cgf...

The spec that he says CV1 is well beyond


From these slides
http://media.steampowered.com/apps/steamdevdays/slides/vrshouldbe.pdf

From this talk
http://www.youtube.com/watch?v=G-2dQoeqVVo

obzen
Expert Protege
2560*1600 is 4x the resolution of the DK1. If the screen has better refresh, latency, and low persistance, I can definitely live with that.

Dunno what upscaling from 1080p will look like, but hey, that's for the engineers to find out.
DK1 FREAK...

Br0ken
Honored Guest

Zackarios
Honored Guest
"mrmonkeybat" wrote:
"owenwp" wrote:
Palmer said on reddit that they would exceed Abrash's minimum specs from Steam Dev Days, which means greater than or equal to 95hz and 1k by 1k per eye.

1920x1080 is teeeechnically close enough to that, but yeah 1440 seems like a real possibility given their budget. They don't exist in high volume right this moment, but there are multiple currently in the works as small as 5 inches.

If they can get one at the cost of waiting a year, it would be worth it I think. At that resolution you could watch a 720p movie in VR Cinema with no significant loss of quality. Perspective resampling and distortion will cost you a little, but pretty much all the pixels will be there.


For those who want to know more here is the context:
http://www.reddit.com/r/oculus/comments/21nmu9/any_chance_of_a_news_update_coming_to_clear_a_few/cgf...

The spec that he says CV1 is well beyond


From these slides
http://media.steampowered.com/apps/steamdevdays/slides/vrshouldbe.pdf

From this talk
http://www.youtube.com/watch?v=G-2dQoeqVVo



Yes, I'd just like to highlight this so everyone takes it in.

Recently after the facebook acquisition, Palmer said on reddit:

"CV1 is way beyond that spec", with regards to the steam dev days slide.

So don't worry, we are going to get at least 1440p. I wouldn't be that surprised if it even goes a little higher, but I would say more likely a custom made, no pixels wasted, 1440p dsiplay.

MrMonkeybat
Explorer
I would be interested to know what kind of optics "high quality, well calibrated optics" are. I would like to see an optical solution to the pin cushion correcting barrel shader, 100hz stereo rendering dose not leave much GPU power spare.

A cheap but effective solution to screen door would be to mold a transparent plastic sheet with bumps the same size as the pixels. The little prisms will blend the light of the sub pixels, with the gaps between the bumps lined up with the gaps between the pixels it shouldn't reduce sharpness too much. Not too hard to do but you can see reasons why no one would bother doing that on a cell phone or TV screen but it would be perfect for an HMD.

bz1
Explorer
"mrmonkeybat" wrote:
I would like to see an optical solution to the pin cushion correcting barrel shader


Do you have a particular method in mind? It's easy to say "I'd like to see", but unless you can think of a particular method, it may not be possible...keeping the target size/weight in mind.



"mrmonkeybat" wrote:
A cheap but effective solution to screen door would be to mold a transparent plastic sheet with bumps the same size as the pixels. The little prisms will blend the light of the sub pixels, with the gaps between the bumps lined up with the gaps between the pixels it shouldn't reduce sharpness too much. Not too hard to do but you can see reasons why no one would bother doing that on a cell phone or TV screen but it would be perfect for an HMD.


I don't see how this would provide any advantages over a uniform diffusing film that has a point spread function with a radius roughly half the width of the space between pixels. You will only lose sharpness if the point spread function is too large.

owenwp
Expert Protege
The optical solution is well known and bound by physical laws. And it contains at least half a dozen lenses stacked on top of each other. Abrash showed a diagram at one of his presentations. If they went this route, it would be like an HMD from the 90s in form factor, because thats how they used to do it before we had pixel shaders.

mrjazz
Honored Guest
"owenwp" wrote:
The optical solution is well known and bound by physical laws. And it contains at least half a dozen lenses stacked on top of each other. Abrash showed a diagram at one of his presentations. If they went this route, it would be like an HMD from the 90s in form factor, because thats how they used to do it before we had pixel shaders.

And the lenses' property of concentrating the pixels in the middle where they are needed is not too bad, is it?
Watch panoramic 3D photos, videos and do FPV-flying with LiveViewRift! viewtopic.php?f=28&t=11001

MrMonkeybat
Explorer
"mrjazz" wrote:

And the lenses' property of concentrating the pixels in the middle where they are needed is not too bad, is it?


The pin cushion lens distortion concentrates physical pixels in the middle, but the barrel distortion shader does the opposite spreading them out at the middle so if you want to make use of those physical pixels you have to render an image much larger than the actual screen size wasting allot of rendered pixels squished together at the edges. Also your eyes do tend to dance about a bit tracking objects, you wont always be staring strait forward.

Xtrasmiley
Honored Guest
My first post, and it's to ask a question in this thread!

Since screen rez and size are so different across different platforms, how come we don't discus the OVR screens in terms of PPI? I mean, wouldn't that make more sense than talking about direct rez, expecially since a 5" vs 6" screen would result in a differnt picture seen by the user in the end product.

Anyway, I'm in no way an expert and am just curious.

I don't own the DK1, but have been looking hard at the DK2. I'll wait until it starts shipping before deciding to jump on board or not, but if I don't it will be only b/c I'll be waiting for the final version!