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[BlurBuster] Oculus Prototype Preview – 2560×1440 strobed OLED virtual relaity! - Page 7

post #61 of 149
I don't know about 1440p but it is confirmed 90Hz AMOLED screen. Can't wait for CV1 day one buy for me.
post #62 of 149
Ultra wide curved screen, make it happen.
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post #63 of 149
90Hz ~1ms persistence. That's way too low for comfort for my sensible eyes. I'll wait for 150Hz+.

I'm one of those guys that can see flickering consciously above 100Hz on strobbed displays if the brightness is high enough. So for me that's a big deal.
post #64 of 149
OLED? This will be better than real life.
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post #65 of 149
Comb that beard damn
post #66 of 149
I wonder if SLI or CF could be utilized well by having each GPU handle one eye? There would still have to be a final sync and added latency, but the added performance should more than make up for it.
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post #67 of 149
Quote:
Originally Posted by Creator View Post

I wonder if SLI or CF could be utilized well by having each GPU handle one eye? There would still have to be a final sync and added latency, but the added performance should more than make up for it.

thats not a bad idea, I wonder if they are considering it.
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post #68 of 149
Quote:
Originally Posted by Creator View Post

I wonder if SLI or CF could be utilized well by having each GPU handle one eye? There would still have to be a final sync and added latency, but the added performance should more than make up for it.

Excellent question and that's exactly what VR SLI is. I'd imagine AMD would be able to have a similar solution, but I haven't heard of it yet.

http://www.geforce.com/whats-new/articles/maxwell-architecture-gpus-the-only-choice-for-virtual-reality-gaming
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post #69 of 149
Quote:
Originally Posted by Serandur View Post

Quote:
Originally Posted by Creator View Post

I wonder if SLI or CF could be utilized well by having each GPU handle one eye? There would still have to be a final sync and added latency, but the added performance should more than make up for it.

Excellent question and that's exactly what VR SLI is. I'd imagine AMD would be able to have a similar solution, but I haven't heard of it yet.

http://www.geforce.com/whats-new/articles/maxwell-architecture-gpus-the-only-choice-for-virtual-reality-gaming

So I read somewhere SLI adds latency to VR and should be disabled. Has this been implemented / fixed now?
post #70 of 149
/going outside
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