SvennoJ said:
HoloDust said:
That approach was first that came to me as well, since it's only logical continuation of Switch...but that means that base model (tablet) need to have extremely high resolution (compared to Switch) to accommodate for VR as well. Now, I'm fully not expecting (though hoping) for them to actually make a little cube (or something similar) with SoC and RAM that's just pops into different form factors and switches between them (depending on what you choose to buy), but on the other hand I just can't see Nintendo going with 4K display for tablet, just to accommodate for VR. |
A 1440p screen is enough. PSVR was already good enough at 960x1080 per eye. Astrobot and Moss didn't suffer one bit from the low headset resolution. At 90 degree FOV (same as PSVR) 1280x1440 per eye will be plenty for a decent VR experience. Even if it's just 1080p, still as good as PSVR.
The current 720p screen is indeed too low, but I doubt Switch 2 won't have a higher res screen, 1080p at least. Perhaps some oddball resolution 2560x1080 to accomodate VR while keeping costs slightly lower than a full 1440p screen. HW upscaling to handle the aspect ratio difference. Would work well with 720p and 1080p games in handheld mode. 720p simply double horizontal with resampling vertical, 1080p resample horizontal resolution. VR 1280x1080 per eye. Best of all worlds.
4K screen definitely won't happen. A standalone cube also very unlikely. I would love a console only edition of the Switch, but Nintendo won't make one. |
Hm, you're probably right, I got caught up with newer lower-end headsets that hover around 4K (like OQ2) and forgot that even old Vive 1 is just slightly above 1080p with 2160x1200 combined and Vive 1 Pro just above 1440p with 2880x1600. So yeah, given it's Nintendo, probably not as high as 4K.