7 ms·
Assuming that it's feasible to do ~1080p per eye at 120hz today, 8k per eye is only 16 times more pixels. And considering that increasing the pixel size is emba
by fryguy 10y ago
Assuming that it's feasible to do ~1080p per eye at 120hz today, 8k per eye is only 16 times more pixels. And considering that increasing the pixel size is embarrassingly parallel, I don't see that as a problem to be able to do in 10 years.
- ehsanu1 10y agoAlso, eye-tracking + foveated rendering will severely reduce the load. Once that works reliably, you just need the cheap, super-high PPI, low-latency screens (which might almost exist today, though at high cost due to lack of a mass-market).
- lightcatcher 10y agoLooks like current technology is 1000x1000 per eye at 90Hz: http://www.digitaltrends.com/virtual-reality/oculus-rift-vs-htc-vive/ http://www.digitaltrends.com/virtual-reality/oculus-rift-vs-... 8k x 8k per eye at 120Hz is 64x more pixels at 1/3rd increase in frequency ~= 85x more processing power. Making the (maybe faulty) assumption of doubling processing power every 2 years and that current setup is processor limited, this sort of processing power is ~13 years away. Same computation but with 4k x 4k per eye predicts ~9 years of progress needed.
- fryguy 10y agoI guess I misspoke about being 1920x1080 which is a "2K" screen split in two. An 8K screen split in two would be ~4000x4000 per eye which is still 16x as many pixels as I said, plus the 33% increase in frame rate which I didn't include which matches your second one. Although with how embarrasingly parallel it is, I don't think it's as far off as it seems. Especially considering that it's the previous generation graphics cards that can handle current day VR fine so we're 1-2 years into the 9 years we have to wait, and with so many pixels anti-aliasing can probably be turned off completely. You could probably build something today that could do it, it just would be very expensive and I don't think 8K panels at cell-phone size exist yet.