[IGN] HP, Valve, and Microsoft Are Building a 'Next-Gen' VR Headset - Page 2 - Overclock.net - An Overclocking Community
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[IGN] HP, Valve, and Microsoft Are Building a 'Next-Gen' VR Headset

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post #11 of 40 (permalink) Old 03-24-2020, 11:59 AM
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little

lol.

the mountain of cash they sit on is pretty epic, and still being private is also epic.

some day gaben will pass, n valve will go to the wolves he's struggled against his whole life.

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post #12 of 40 (permalink) Old 03-24-2020, 12:04 PM - Thread Starter
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Quote: Originally Posted by skupples View Post
little

lol.

the mountain of cash they sit on is pretty epic, and still being private is also epic.

some day gaben will pass, n valve will go to the wolves he's struggled against his whole life.
They're definitely little compared to HP.. or Microsoft.

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post #13 of 40 (permalink) Old 03-24-2020, 12:16 PM
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Displayport 2.0 or this thing is worthless.
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post #14 of 40 (permalink) Old 03-24-2020, 12:28 PM
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Quote: Originally Posted by Zam15 View Post
Displayport 2.0 or this thing is worthless.
You feel comfortable saying that even though we have no idea what the device specs are going to be?

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post #15 of 40 (permalink) Old 03-24-2020, 01:12 PM
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true, they're definitely not behemoths like publicly traded HP n MSFT. They'll bring the backbone and funding. Valve will bring the experience. Props to me for waiting for an index 2.0, cuz this is it.

I think what they mean to say is -

needs to be a proper OLED4K120 device, cuz pimax just isn't hitting the mark.

should be. i mean, what else does high end ultra polished headset mean aside from getting around the limitations met in the Index?

still left with the issue of there not being enough horsepower still for a 4Kx4K120 headset.

people are here crying about console killing PC, not realizing PC's cutting edge is VR, ray tracing is still a gimmick until its a requirement.

i wonder if this will be part of the new shared MS PC/Console ecosystem?

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post #16 of 40 (permalink) Old 03-24-2020, 01:15 PM
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Yes, you can't push much more specs than current headsets due to the bandwidth limit in DP 1.4, HMDI 2.1 would also be a decdent option. StarVR had to use dual DP cables to achive high res, high FOV and high refresh rate on their headset. Otherwise you have to sacrifice two of those. If on DP 1.4 I would not expect anything groundbreaking.

StarVR One @ 90hz, 210FOV what watever res they are running needed x2 DP 1.4

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post #17 of 40 (permalink) Old 03-24-2020, 01:19 PM
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right.

it would be silly to not have 2.0/2.1 support, seeing as the next wave of GPUs should have it as well.

next gen consoles are also shipping with 2.1

should happen. unless its cheaper to run a dual dp solution

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post #18 of 40 (permalink) Old 03-24-2020, 01:25 PM
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That said I would love an upgrade path for the Index headset in due time. The resolution is not nearly enough for me and the contrast is pretty poor. I can live with everything else.
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post #19 of 40 (permalink) Old 03-24-2020, 01:33 PM
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Quote: Originally Posted by speed_demon View Post
Is there any setup that can drive 2x displays at 4K 120Hz? Or is the image just doubled?
There are techniques to render the scene for both eyes at the same time from different perspectives to be fed to each display. This still take more work, but allows sharing a good bit of stuff so as to cut down a lot of the work from rendering each screen completely on its own.

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post #20 of 40 (permalink) Old 03-24-2020, 01:43 PM
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Quote: Originally Posted by speed_demon View Post
Is this because you're so close to the display you notice pixellation and refresh rate more?

Is there any setup that can drive 2x displays at 4K 120Hz? Or is the image just doubled?

I've only done the android VR thing so I have no idea where the PC VR world is at.

it's often completely independent of resolution/refresh rate/panel type, the Samsung Odyssey has significant SDE and it uses AMOLED at 1440x1600 @ 90hz per eye, the Rift S is a plane-jane IPS @ 1280x1440 per eye at 80hz and has way less SDE woes.

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