05-15-2015 08:48 AM
On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift’s rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering.
05-15-2015 09:05 AM
05-15-2015 09:11 AM
"tineras" wrote:
So are these the same panels as the Vive?
"Dual 1200 x 1080 Panels refreshing at 90Hz that “..that fills your field of vision in all directions”"
http://www.roadtovr.com/htc-vive-tech-s ... on-sensor/
If so, that seems like good news for VR from a compatibility standpoint. Also, why is no one else responding to this thread yet and flipping out? :shock:
05-15-2015 09:12 AM
05-15-2015 09:13 AM
05-15-2015 09:13 AM
"ThreeDeeVision" wrote:"tineras" wrote:
So are these the same panels as the Vive?
"Dual 1200 x 1080 Panels refreshing at 90Hz that “..that fills your field of vision in all directions”"
http://www.roadtovr.com/htc-vive-tech-s ... on-sensor/
If so, that seems like good news for VR from a compatibility standpoint. Also, why is no one else responding to this thread yet and flipping out? :shock:
People aren't flipping out on this thread, because like many other threads on this forum, this discussion started in another thread before this thread was created.
And if you look closely, it looks like the Vive (dev kit) is a little wider and a little shorter, but the same amount of pixels. 1200x1080 x2 = 2400x1080 = 2592000 vs 2160x1200 = 2592000
05-15-2015 09:17 AM
"tineras" wrote:"ThreeDeeVision" wrote:"tineras" wrote:
So are these the same panels as the Vive?
"Dual 1200 x 1080 Panels refreshing at 90Hz that “..that fills your field of vision in all directions”"
http://www.roadtovr.com/htc-vive-tech-s ... on-sensor/
If so, that seems like good news for VR from a compatibility standpoint. Also, why is no one else responding to this thread yet and flipping out? :shock:
People aren't flipping out on this thread, because like many other threads on this forum, this discussion started in another thread before this thread was created.
And if you look closely, it looks like the Vive (dev kit) is a little wider and a little shorter, but the same amount of pixels. 1200x1080 x2 = 2400x1080 = 2592000 vs 2160x1200 = 2592000
I think you've got your horizontal and vertical backward. They said 2160x1200, so 1200 is the vertical.
05-15-2015 09:22 AM
"ThreeDeeVision" wrote:
Read a little closer, no I don't. Vive = 2400x1080. Rift = 2160x1200. Meaning the 1080 is the vert on the Vive, and 1200 is the vert on the Rift. So the Rift has a little more vert and the Vive has a little more width.
05-15-2015 09:24 AM
"tineras" wrote:"ThreeDeeVision" wrote:
Read a little closer, no I don't. Vive = 2400x1080. Rift = 2160x1200. Meaning the 1080 is the vert on the Vive, and 1200 is the vert on the Rift. So the Rift has a little more vert and the Vive has a little more width.
I thought you were talking about the oculus. Anyway, do you know the orientation of the screens in the Vive? My guess is that it's the same as the Rift. http://www.wareable.com/vr/htc-vive-vr- ... specs-7929 ("This gives the Vive a total resolution of 2160 x 1200 pixels"). This seems to verify what I'm saying.
05-15-2015 09:30 AM