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Pyro as Bill said:
SvennoJ said:

It might be closer than you think. With Samsungs new 5" 11K screen (2018) plus eye tracking and foveated rendering (Fove) it could be possible in 2020.
5.5k per eye corresponds to the recommended sitting distance for 1080p tv. It will look as good as 1080p looks now, except over 100 degree fov instead of 35 degrees, sitting at 1.38x diagonal screen size. Actually the recommded seating for 1080p is 1.63x diagonal screen size with 30 degree fov, however these headsets also have higher density of pixels towards the center. I expect 5.5k per eye to be a very close match to 1080p quality at smpte standards. (Ofcourse it can be better otherwise we would not have 4K tv now)

Plus the higher the resolution of the screens the bigger the advantages of foveated rendering become. Fove already expects a 5x to 6x savings on their 2560x1440 headset in GPU requirements.


Anyway strapping 1 or more NS systems to your face, if it can't be perfects anyway, doesn't seem like a good alternative.

I'm sure high K screens are coming but what about the GPU required to power them?

The NS wouldnt be on your face. It would be in your hand with a wire into the headset.

That's where eye tracking comes in. You only see sharp in 2 degrees of your fov. Even with 8K per eye over 100 fov, only 160x160 needs to be rendered at full resolution. At a safety margin on 10 degrees, 800x800 per eye at full res, then quickly reduce resolution to as little as 1/16th at the corners. Distributed checkerboad rendering would be ideal for this. Reduce the density of the rendered samples outward.

ps4 pro already gets some support to reduce GPU load by rendering the corners at lower resolution. Currently the whole image is rendered at the same resolution, yet due to the warping effect (less physical pixels in view towards the edges) a lot of that is thrown away. With eye tracking that rendering at different resolutions can be further optimized to make dual 8K VR less demanding than tv display 4K30.