09-03-2014 05:06 AM
DK2 took the resolution from 720p up to 1080p, reduced blur, smear and judder, and added positional/head tracking. But the resolution, although better, isn't good enough. I struggle in Elite: Dangerous targeting enemies because I can't clearly pick them out against the backdrop of space behind them. Luckey understands the issue and says "yes", the resolution for the consumer version will change, will increase, although he won't say to what. "It is a significant increase," I manage to get him to say.
09-04-2014 06:53 AM
"kojack" wrote:
Wrong example though. He's talking about 1080 on a 4k screen compared to 1080 on a 1080 screen. That's VERY different to 576 (not a clean factor of 1080) on 1080 compared to 1080 on 1080.
(He's comparing the same content on two different screens (both at least as good as the content), while your comparing two different qualities of content on the same screen)
09-04-2014 06:57 AM
"TomSD" wrote:
One huge factor inhibiting the development of such technology is that no significant applications other than VR have any use for such high density. Cell phone displays have already pushed way beyond the limits of perception with the naked eye with 1440p at 538 PPI on a 5.5" screen. People can't tell the difference between that and 1080p at the same display size.
09-04-2014 07:21 AM
"khazar" wrote:
1. Nice Bullsh*t, I also heard that people don't see the anti-glare on their screens, oops I see it. Also too bad that I see a difference between my HTC 1080p and LG G3 1440p. :roll:
2. Your link already disqualified itself with the "uhd" part. :roll: :roll:
Can I please have the things that help improve my experience and ignore the dumb masses? Thanks!
09-04-2014 07:49 AM
"TomSD" wrote:"khazar" wrote:
1. Nice Bullsh*t, I also heard that people don't see the anti-glare on their screens, oops I see it. Also too bad that I see a difference between my HTC 1080p and LG G3 1440p. :roll:
2. Your link already disqualified itself with the "uhd" part. :roll: :roll:
Can I please have the things that help improve my experience and ignore the dumb masses? Thanks!
A very shortsighted view, for someone who claims to have superhuman vision - assuming you have good reason to believe the difference you see between those two displays is attributable to pixel density and not other factors.
The Oculus Rift would not exist today if it wasn't for the "dumb masses" who bought huge numbers of smartphones. Perhaps you would be personally willing to fund or carry out the development of the technology you want?
09-04-2014 08:26 AM
"TomSD" wrote:
I think you misunderstood what he was talking about..? To me, "Display needs to be 4k. Content can be 1080p with fxaa" clearly means 1080p content displayed on a 4K screen. That's 2MP of content on an 8MP screen. A ratio of 1 pixel of content for every 4 pixels of display. To see how awful that is, you can recreate the same ratio on a lower resolution screen. 576p may not be a clean factor of 1080p but it's close enough to get the idea: you have about 1 pixel of content for every 4 pixels of display. Lack of visual information is the limiting factor here and at this sort of ratio it's severe. I don't know what "1080 on 1080" comparison you're referring to.
09-04-2014 09:39 AM
"JaMiR" wrote:
With the amount of SDE and Pentile used in DK2 our eyes never receive even that 2MP of content. We see awful lot of some dark material. It is more then 50% actually and even more when red only is displayed for example. Then we see more of some sub pixels and less of some sub pixels and we can actually see single one of them. DK2 display is actually not making use the resolution we feed to it.
09-04-2014 10:16 AM
09-04-2014 10:28 AM
"kojack" wrote:"TomSD" wrote:"hiczok" wrote:
Display needs to be 4k. Content can be 1080p with fxaa.
To get some idea of just how incredibly stupid this idea is, try running the 1920x1080 DK2 (2MP) with content at 1024x576 (0.5MP) using FXAA and see how that compares to 1080p without FXAA.
Wrong example though. He's talking about 1080 on a 4k screen compared to 1080 on a 1080 screen. That's VERY different to 576 (not a clean factor of 1080) on 1080 compared to 1080 on 1080.
(He's comparing the same content on two different screens (both at least as good as the content), while your comparing two different qualities of content on the same screen)"Sharpfish" wrote:
It'll also have a new design that moves pixel power carriers to the rear thus eliminating screendoor completely
Maybe for pentile that's the case. But for regular rgb remember that there's virtually zero vertical gaps on the dk1, but it still has a visible vertical screen door due to the subpixel arrangement and how our eyes work. Moving the carriers to get rid of the horizontal gap on a DK1 style rgb screen will only partially remove screen door.
(Better than nothing of course, but it's not as simple as it might sound)
09-04-2014 11:05 AM
"TomSD" wrote:
Ok, fair enough, but the point still stands. Instead of viewing on a DK2, one could easily try such an experiment on a nice computer monitor. Set the rendering resolution to approx. 1/4 the number of pixels of the native resolution of your monitor, scale it up to fullscreen, and see how that looks. Only making use of 1/4 of the resolution capability of a display is a terrible solution that nobody would accept. Look at how much complaining there is when console games render internally at less than 1080p - this would be FAR worse than that!
Regarding the destructive effect of SDE/pentile on DK2, it does not seem particularly easy to quantify the resulting information loss. I wonder if anyone has actually done a proper analysis taking into account all of the factors. Not that it's really important since DK2 is just a developer kit and makeshift solution anyway.
09-04-2014 11:13 AM
"TomSD" wrote:
Ok, fair enough, but the point still stands. Instead of viewing on a DK2, one could easily try such an experiment on a nice computer monitor. Set the rendering resolution to approx. 1/4 the number of pixels of the native resolution of your monitor, scale it up to fullscreen, and see how that looks. Only making use of 1/4 of the resolution capability of a display is a terrible solution that nobody would accept. Look at how much complaining there is when console games render internally at less than 1080p - this would be FAR worse than that!
Regarding the destructive effect of SDE/pentile on DK2, it does not seem particularly easy to quantify the resulting information loss. I wonder if anyone has actually done a proper analysis taking into account all of the factors. Not that it's really important since DK2 is just a developer kit and makeshift solution anyway.