Google reveals 4800 × 3840 120Hz per eye VR display at 150 degrees FoV, just about able to fully replace 1440p displays

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Blueberry_Bandit

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#1  Edited By Blueberry_Bandit
Member since 2017 • 891 Posts

View through lens: https://wol-prod-cdn.literatumonline.com/cms/attachment/4844b048-be28-4a66-9a9e-53c316c733f4/jsid658-fig-0013-m.jpg

Paper: https://onlinelibrary.wiley.com/doi/full/10.1002/jsid.658

This is huge news. 14x more pixels than current headsets. Powered by foveated rendering making it runnable on today's GPUs. They even got this beast working in a mobile SoC.

This will be the end of triple monitor setups for those willing to wear headgear. It's not super far off from allowing you to sit in an IMAX theater that beats the visual quality of the real thing. Just needs another 2.5x resolution increase and it will be at that level. And this is to say nothing of how incredible and crisp VR games are going to look on this display.

Oculus were aiming for 4000 x 4000 per eye by 2021 (back in 2016) and things have moved quicker than they anticipated. I wouldn't be surprised if Oculus aim for a higher resolution panel than that for 2020 in Oculus Rift 2.

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pdogg93

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#2 pdogg93
Member since 2015 • 1849 Posts

I love this progress

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Pedro

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#3 Pedro
Member since 2002 • 69345 Posts

Higher res is great but we don't have systems to push that level of resolutions at 90fps. Computers are struggling with 4k at 60 fps.

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j2zon2591

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#4 j2zon2591
Member since 2005 • 3571 Posts

Cool

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Gatygun

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#5 Gatygun
Member since 2010 • 2709 Posts

Good luck powering that up.

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Blueberry_Bandit

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#6  Edited By Blueberry_Bandit
Member since 2017 • 891 Posts
@Gatygun said:

Good luck powering that up.

@Pedro said:

Higher res is great but we don't have systems to push that level of resolutions at 90fps. Computers are struggling with 4k at 60 fps.

This uses foveated rendering. In the paper they say it's the equivalent of rendering the same pixels as 1280 × 1922, however your eyes will of course perceive the full resolution only. Current headsets render pretty much the same amount of pixels as 1280 × 1922. Only difference is 120Hz vs 90Hz.

Current headsets use a GTX 970 / 1060 as a base requirement.

This means these displays will work natively at 120Hz on a GTX 1070 or a GTX 1160.

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schu

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#7 schu
Member since 2003 • 10191 Posts

pretty exciting, but the wait is gonna be painful

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Blueberry_Bandit

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#8 Blueberry_Bandit
Member since 2017 • 891 Posts

@schu said:

pretty exciting, but the wait is gonna be painful

I would expect this to appear in headsets by 2020, so about 2 years. In the meantime, software is what will fill the gap. We'll get a bunch of AAA VR exclusives this year or next.

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#9 xantufrog  Moderator
Member since 2013 • 17875 Posts

@Pedro: you don't have to render at that resolution to see the benefits. The primary reason for these ultra resolution HMDs is to reduce screen door effect. You get that benefit no matter what resolution you render at

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Basinboy

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#10 Basinboy
Member since 2003 • 14495 Posts

Resolution is the most immediate feature that needs improving and the sooner VR can mimic the clarity of one’s eyesight, the closer it will be to mainstream adoption.

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Ten_Pints

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#11 Ten_Pints
Member since 2014 • 4072 Posts

Still not into wearing a helmet to game tho.

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Blueberry_Bandit

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#12 Blueberry_Bandit
Member since 2017 • 891 Posts

@xantufrog said:

@Pedro: you don't have to render at that resolution to see the benefits. The primary reason for these ultra resolution HMDs is to reduce screen door effect. You get that benefit no matter what resolution you render at

Well this is intended to be run at the native resolution using foveated rendering. Technically only a small amount of pixels will be rendered at the full resolution, but this will only be around your fovea, so it will be perceptually impossible to tell the difference. It will be exactly the same as rendering all pixels at all times. Which is different to checkerboard rendering for example where it's not as good as the real thing, while this is the real thing.

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#13 xantufrog  Moderator
Member since 2013 • 17875 Posts

@blueberry_bandit: my point is the physical DPI increase yields benefits, regardless of rendering approach or resolution

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Blueberry_Bandit

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#14 Blueberry_Bandit
Member since 2017 • 891 Posts

@xantufrog said:

@blueberry_bandit: my point is the physical DPI increase yields benefits, regardless of rendering approach or resolution

Yes, that's very true. This is ideal if Apple's rumored 8000 x 8000 per eye AR / VR hybrid headset is really going to be released in 2020, though that's all speculation.

And standalones in particular will mostly want to run at a lower resolution with panels like these, for the time being anyway.

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#15 Gatygun
Member since 2010 • 2709 Posts

@blueberry_bandit: Aha never head of that rendering method kinda interesting.

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Blueberry_Bandit

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#16 Blueberry_Bandit
Member since 2017 • 891 Posts

@Gatygun said:

@blueberry_bandit: Aha never head of that rendering method kinda interesting.

It gets better because as well as cutting out most pixels from the rendering equation, it can be used in a raytraced rendering approach to cut a similar amount of rays needing to be sampled per frame.

Eventually we'll be seeing a performance increase of more than 200x in a high-resolution raytraced photorealistic VR game compared to having foveated rendering turned off.

This is why Gabe Newell said the VR situation will reverse over time. As of now, graphical fidelity on VR isn't on par with non-VR. But as time goes on, VR will be where the most photorealistic games running at the highest resolutions and framerates will be.

16K per eye at 240 FPS will be about as difficult as rendering 4K at 120 FPS in non-VR thanks to foveated rendering. (But this will take 7-10 years to really show those kind of numbers)

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PC_Rocks

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#17  Edited By PC_Rocks
Member since 2018 • 8469 Posts

Yes, so excited to see VR taking off.

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#18 Litchie
Member since 2003 • 34552 Posts

Cool. I'm waiting for VR to become better, and the headsets to become smaller than huge before I jump in.

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Pcmasterrace69

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#19 Pcmasterrace69
Member since 2017 • 373 Posts

@blueberry_bandit: thank you for clarifying. people were all commenting non stop about it