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Eagle367 said:
SvennoJ said:

Human vision limit is about 200 pixels per degree of field of view, light sensitivity from 0.01 lumens to 3,500 lumens (before it gets uncomfortably bright) which is about 38,000 nits, up to 1000 fps and a much wider color gamut than can be displayed today.

Current displays are approaching full DCI-P3 coverage atm and max 2000 nits. (GT Sport is already made for rec.2020 and up to 10,000 nits)

And humans also feel infrared radiation of course, feeling where the sun is adds realism as well. There's still quite a long way to go before we have consoles that can power duel 30K VR headsets at 1000 fps :) (Not that you actually need that since with eye tracking you only need the 2 degree center at max resolution, human detailed vision drops off quickly out of the center however movement and low light detection goes up out of the center)

I mean, that's all theoretical and on paper values. But look at the law if diminishing returns. How much more effective is 4k vs 12k vs 30k? Or how much of a difference does one notice between 60fos vs 120 vs 240 vs 480? In practical terms, is there an advantage to go in that direction or are we gonna go just for the sake of going?

How long does it take for you to know it is a game or a movie? And how much can you perceive the movie isn't real life? That is how far we still are of hitting the limit.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."