LG, Google Designed An 18-Megapixel, 120Hz Display For VR Headsets

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Kevin Carbotte is a contributing writer for Tom's Hardware who primarily covers VR and AR hardware. He has been writing for us for more than four years.

  • araczynski
    theoretically this should pretty much eliminate the screendoor and be as good as looking at a high def monitor at 2 feet away, nice.
    Reply
  • Giroro
    "LG and Google used a two subpixel per pixel arrangement,"

    No wonder they have to push it to impossible-to-render resolutions just to mask the horrid "chain link fence" effect that are inherent to penile displays. They may be reaching 1443 "PPI", but I bet it looks noticeably worse than a 962 PPI (2/3 the resolution) display that uses real, square, RGB pixels.
    Reply
  • jfkeenan
    I'll believe it when there's a product available.
    Reply
  • dabeargrowls
    20991883 said:
    I'll believe it when there's a product available.

    I agree! you can't drive the current VR sets in the highest performance mode without issues. What makes anyone think the current video cards can drive this? maybe 5 years from now but its doubtful with Nvidia's release rate for cards. Remember the 980TI and 1080TI is maybe 20% difference. 1180...maybe another 20% and can maybe drive the Vive Pro? I keep hearing everyone so excited about pimax. It will work, sure....with 3 - 1080TI maybe? if they can make 90hz (stuck at 80).

    Reply
  • lorfa
    That 1443 PPI is actually pretty impressive. A 19" 5:4 display could have a resolution of 21410x17128. A 24" 16:9 display could have a resolution of 30182x16977.
    Reply
  • rhysiam
    20991927 said:
    20991883 said:
    I'll believe it when there's a product available.

    I agree! you can't drive the current VR sets in the highest performance mode without issues. What makes anyone think the current video cards can drive this? maybe 5 years from now but its doubtful with Nvidia's release rate for cards. Remember the 980TI and 1080TI is maybe 20% difference. 1180...maybe another 20% and can maybe drive the Vive Pro? I keep hearing everyone so excited about pimax. It will work, sure....with 3 - 1080TI maybe? if they can make 90hz (stuck at 80).
    The foveated rendering with eye-tracking is potentially a complete and total game changer if it's well implemented. That's a massive *if*, of course, but if ultra high res VR takes off in the medium term, it'll be on the back of foveated rendering and eyetracking.

    Also you're massively underselling the 1080ti. A 1070 edges out the old 980ti. Once you take away the CPU bottleneck with 4K extreme settings the 1080ti is generally 60-80% faster than the 980ti (check out the Tom's Hardware launch review, the data is there).I'm not for a second suggesting that the next-gen cards will be able to run this display, but we are seeing steady progress and a well implemented FR + eye tracking system could be a complete game changer.
    Reply
  • dark_lord69
    The fastest video cards in the world cant even come close to running this.
    Maybe by the time we get to the ?1980 Ti? In like 20 years or something.
    As long as you have at least 4 of them at just under $5,000 total... *UGH*
    Price and graphical power are BOTH issues this VR system will face before it can be a reality (no pun intended).

    However, this IS very forward thinking as Virtual Reality needs a huge boost in the visual department to create "Photo Realistic" graphics. This level of realism though would make VR far more amazing.
    Reply
  • bit_user
    20991637 said:
    We can’t imagine what type of graphics system would drive such a panel
    I'm gonna say the DGX-2 might get you in the ballpark. Especially if you use one per eye.

    https://www.nvidia.com/en-us/data-center/dgx-2/

    The hardest part might actually be the connectivity to the HMD.

    But the real answer is going to be foveated rendering. Hardware ray-tracing would make almost perfect FR almost trivial, assuming the eye-tracking is good enough.
    Reply
  • bigpinkdragon286
    20992345 said:
    20991927 said:
    20991883 said:
    ...
    ...
    The foveated rendering with eye-tracking is potentially a complete and total game changer if it's well implemented. That's a massive *if*, of course, but if ultra high res VR takes off in the medium term, it'll be on the back of foveated rendering and eyetracking.
    Completely agree that foveated rendering will go a long way toward making the workload more realistic for the rendering devices.

    20992345 said:
    Also you're massively underselling the 1080ti. A 1070 edges out the old 980ti. Once you take away the CPU bottleneck with 4K extreme settings the 1080ti is generally 60-80% faster than the 980ti (check out the Tom's Hardware launch review, the data is there).I'm not for a second suggesting that the next-gen cards will be able to run this display, but we are seeing steady progress and a well implemented FR + eye tracking system could be a complete game changer.
    Pascal behaves pretty much the same way that Maxwell 2 does. When you have parity of clock speeds and calculate for the difference in shader cores / render back ends, you pretty much get parity of performance. NVIDIA didn't give us more instructions per cycle with the Pascal release, or even a significant amount of increased rendering resources. They upped the clock speed, by a lot, which allows cards such as the 1070 to slightly outpace the 980 Ti part despite the fewer resources.
    Reply
  • cryoburner
    20992474 said:
    The fastest video cards in the world cant even come close to running this.
    Maybe by the time we get to the ?1980 Ti? In like 20 years or something.
    As long as you have at least 4 of them at just under $5,000 total... *UGH*
    Price and graphical power are BOTH issues this VR system will face before it can be a reality (no pun intended).
    As the article mentioned (and Rhysiam already pointed out), the performance demands won't be anywhere near that high, since they are utilizing foveated rendering, which involves rendering the scene at a lower resolution, then using eye tracking to detect where the user is looking, and rendering that small portion of the screen at a higher resolution. The article actually points out that most of the scene is only being rendered at 1280x1922 pixels (I'm assuming per-eye), which might be comparable to a Vive Pro, while only a small area is getting rendered at the panel's full resolution. By doing that, they likely already have this running games on today's higher-end graphics hardware, at least in some capacity. I do suspect it may be some years before these panels actually appear in a consumer headset though.
    Reply