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taus90 said:

U r completely missing the point. SRGB pentile doesnt make any difference on a 2k amoled display. the screen door effect is even worst on an lcd, the only advantage IPS lcd has over oled is the better refresh rate. And about NES and original gameboy analogy.. well at that time no one knew about high res screens.. wii sport was first of its kind to the market with motion controls, and your switches so called "cheap altrenative" is neither innovative, or will be cheap... almost every gamer has a high end phone, and a day dream vr head set from google cost about $80, so whatever nintendo puts out as an accessories for vr, google's vr will be far cheaper and better alternative, and it will hardly take any time for mobile developers to replicate nintendo's "So called unique experience" aka games on the app market. 

I just dont see the novelty of bringing VR to the switch  hardware, its just a desperate attempt to have a place holder if incase VR really takes off in near future. This will be Virtual boy all over again, unplayable gimick.

Perhaps we have a different interpretation of the screendoor effect?

The screen-door effect (SDE) or fixed-pattern noise (FPN) is a visual artifact of displays, where the fine lines separating pixels (or subpixels) become visible in the displayed image.

It doesn't depend on resolution, it's the structure of the display becoming visible. With soft focus and pixels that don't leave big gaps between them, you will get a softer picture, yet less intrusion from a fixed grid always being visible.

There were better screens around at the time of the NES. PC was switching over to EGA and already had much higher resolutions. Yet the games were better on the NES. So will the games be better on the Switch than on high end phones. Even though the install base for phones is much much higher, (and incomparable to PCs at the time of the NES) they're still not getting any $60 game experiences. VR will remain a gimmick on phones until people start willing to pay for games on phones.