Pyro as Bill said:
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.