AMD Determines That Absolute Immersion In VR Requires 128 Megapixel Display

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Niels Broekhuijsen
Contributing Writer

Niels Broekhuijsen is a Contributing Writer for Tom's Hardware US. He reviews cases, water cooling and pc builds.

  • dstarr3
    I don't think "absolute immersion" is what companies like Oculus are after. They're just after something more immersive than twiddling joysticks to move around.
    Reply
  • usertests
    16K is a bit over 132.7 megapixels, not 128.
    Reply
  • darkokills
    But the human eye can't see above 720p and 30FPS /s.
    Reply
  • d_kuhn
    While a 16k resolution is not THAT far away... the ability to (in realtime) calculate and pump 130MP at 60+fps with photorealistic quality IS a long way away. No... the solution isn't to just continue developing vr exactly like we developed traditional displays... the solution is dynamic rendering. Once reliable and FAST eye tracking is added to a vr headset you can start rendering at high density only there the eye can actually SEE high density (where the fovea is pointed), once you get maybe 10-20 degrees off that point you can dramatically simplify the rendering to only render things that the eye sees off-axis. The GPU workload as well as the display bandwidth required would be a fraction required for a full render (too lazy to calculate but I'd guess 5-10% or so). It's quite possible that todays high end graphics cards could handle the load... so lets figure out how to calculate eye position... I want my full fov vr headset soon!
    Reply
  • InvalidError
    16444883 said:
    But the human eye can't see above 720p and 30FPS /s.
    While the human eye may not be able to discern individual pixels beyond a certain pixel density given a specific distance, the improvement in sharpness is still perceivable a fair bit beyond that.

    If you print text at 300dpi and 600dpi using a laser printer, the sharper cleaner text at 600dpi should be fairly easy to identify.

    Is the massive increase in compute power required really worth the small improvement in image sharpness? I doubt many people are going to be willing to spend 4X as much on compute power to gain maybe 10% in perceived image quality.
    Reply
  • none12345
    We dont need 90 fps but we certainly need very low latency. As long as input from human till frame rendered to screen is 20 ms thats fine. If they mean 20ms input lag then the frame render lag, then the frame display lag(dont even get me started on double/tripple buffering), then thats way way too slow.
    Reply
  • CSPhobos
    16K is a bit over 132.7 megapixels, not 128.
    But 15K isn't a power of 2. We improve resolution in powers of 2.
    Reply
  • Christopher1
    But the human eye can't see above 720p and 30FPS /s.
    Actually, that is true if you replace 720p with 1080p and 30fps with 60 fps.
    Reply
  • dstarr3
    16444883 said:
    But the human eye can't see above 720p and 30FPS /s.

    If your eyes can't resolve anything higher than 720p/30, you have a pretty severe handicap.
    Reply
  • Blueberries
    But the human eye can't see above 720p and 30FPS /s.

    What a sad life you live
    Reply