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[CNET] Oculus VR Crystal Cove - Page 2

post #11 of 26
More practical application than the steam controller.
Quote:
Originally Posted by cdoublejj View Post

i was pondering about that, i've heard the 720p isn't bad but, is 1080p really enough? do keep in mind the number of pixels vs the screen size and nut just the number of pixels alone. and motion smearing is big hold back. i wouldn't be surprised if it doesn't come out till 2015.

They are working on a 4k version
http://www.polygon.com/2013/10/18/4852496/oculus-rift-4k-display-in-the-works
post #12 of 26
Quote:
Originally Posted by 5entinel View Post

More practical application than the steam controller.
They are working on a 4k version
http://www.polygon.com/2013/10/18/4852496/oculus-rift-4k-display-in-the-works
Oh wow! Thanks for the heads up. reading now.
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post #13 of 26
Quote:
Originally Posted by 5entinel View Post

More practical application than the steam controller.
They are working on a 4k version
http://www.polygon.com/2013/10/18/4852496/oculus-rift-4k-display-in-the-works

That's good news. I read an article here that has a hands on description of it. She says that it looks like "a fine mesh" right now instead of a screen door. There's also a paragraph that gives some insight into their screens.
Quote:
Oculus wouldn't give me any details about the new screen, but founder Palmer Luckey says that the company's success has opened new doors. Manufacturers, he says, have started looking at the Rift as more than an untested product, which means they're willing to work with Oculus on displays that aren't just repurposed phone and tablet parts.
 
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post #14 of 26
Quote:
Originally Posted by 5entinel View Post

More practical application than the steam controller.

What...what does that have to do with anything? Different products entirely
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post #15 of 26
Why is everyone complaining about res, it's not straight up 1080p... it's 2 slightly shifted 1080p images. In theory, your brain is getting more than 2 million pixels worth of information because each eye is receiving a slightly different image. How your brain interprets the aliasing is a mystery to me... but I'd guess it's lessened.
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post #16 of 26
Quote:
Originally Posted by brucethemoose View Post

Why is everyone complaining about res, it's not straight up 1080p... it's 2 slightly shifted 1080p images. In theory, your brain is getting more than 2 million pixels worth of information because each eye is receiving a slightly different image. How your brain interprets the aliasing is a mystery to me... but I'd guess it's lessened.
It's not exactly like that. I have the 800p dev kit, and the actual res is half of that due to the way Oculus works - images for both eyes are displayed on the same screen, so actual res is 960x1080 per eye (640x800 in the dev kit) in the center, and less than that on the edges. Don't get me wrong, it's super immersive even with the screendoor effect, but i'm really waiting for the 4k version.
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post #17 of 26
Ya, I think the way a 4K Oculus would work is:

1920x2160 per eye at 60 Hz, and would require only the demand of 4K at 60 Hz instead of 120 Hz.

If they did a display like that with low persistence, strobing etc for motion clarity and low input lag it would be a complete game changer. But yes, 2-3 GPU's would be required to get the most out of it.
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post #18 of 26
1080p (divided by 2) is still nowhere near enough...
post #19 of 26
Quote:
Originally Posted by Swolern View Post

Hopefully that means that they are using some sort of strobbing backlight (aka Lightboost). It will look absolutely stunning with zero motion blur!!! drool.gif
Yes, they are blanking to black screen.
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post #20 of 26
Thread Starter 
The 720p/800p screen is really half that if you count only the pixels you can see. Massive screen door effect on the Dev kit but it was still able to give me an indication of what to expect.
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