Originally Posted by routek
might be sacrifcing much image quality trying to achieve 85fps+.
In order to allow a frame rate matching the refresh rate, reducing static detail level actually improves full-motion detail
when it comes to moving around in VR, since motion clarity becomes magnified when framerates matches refreshrate on a low-persistence display. During VR, the screen is always in panning motion when you're moving your head around, and so you've got high def graphics that are often totally lost in motion blur (Even on a Titan with Ultra game details, the screens goes VHS-blurry during pans even on the best 144Hz monitors in non-strobe-mode). So you notch the detail back a tiny bit, to maintain the framerates matching refreshrates necessary for the ultra-sharp nausea-free low-persistence zero-stutter, zero-blur, zero-tearing experience, and then with a little bit of proper low latency logic (to prevent high lag during VSYNC ON situations), you've solved a lot (albiet not necessarily all) of VR problems.
There's no difference in motion blur during 2ms persistence 75fps@75Hz, versus 2ms persistence 120fps@120Hz
, except there's less stroboscopic effects / less visible flicker / lower VSYNC ON latency / more picture brightness headroom higher refresh rates (during low-persistence impulsed/strobed operation)
I think this could be solved by letting any future low-persistence VR displays could have a wide choice of refresh rates (e.g. 75Hz, 85Hz, 100Hz, 120Hz), so people can choose a lower refresh rate or higher refresh rate. 75Hz is only 25% more than 60Hz, which is more manageable. Those who have plenty of GPU power, can go for the 120Hz for the fuller experience, while 75Hz for the more GPU-friendly experience while achieving the proper low-persistence experience. OLED's are capable of multiple refresh rates, so this capability can be provided.
Technological capability for refresh-rate-flexible variable-persistence
is already here. For example, BENQ XL Z-Series Version 2 is refresh rate multisync, capable of low persistence (strobing) all the way from 50Hz through 144Hz (essentially in 1Hz increments), with adjustable persistence from 0.5ms through 5.0ms (via Blur Busters Strobe Utility
-- screenshot shows variable persistence). OLEDs could easily be made to also do refresh-rate-flexible adjustable-persistence (any refreshrate, any persistence). The limiting factor is just simply light output; shorter persistence requires cramming more light output in the shorter frame visibility time. You thus choose your own refresh rate & preferred persistence based on your graphics horsepower and specific game. Playing CS:GO? Can choose 120Hz with 1.5ms persistence. Playing Titanfall 2 or Crysis 4 at Ultra detail? Can choose 75Hz with 3ms persistence, etc. You can do that today with the BENQ Z-series version 2 monitor that just arrived (XL2420Z V2, XL2720Z V2), so theoretically this could occur in the Oculus DK3 or release kit.TL;DR: Giving a wide choice of low persistence refresh rates is important
-- like a multisync CRT going from 50Hz all the way through 125HzEdited by mdrejhon - 3/24/14 at 7:52am