gourimoko
Fighting the good fight!
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"Quibbling about aliasing on life-size hairs may seem nitpicky, but that's the level of detail Luckey is thinking about when considering how far VR can eventually go. "To get to the point where you can't see pixels, I think some of the speculation is you need about 8K per eye in our current field of view [for the Rift]," he said. "And to get to the point where you couldn't see any more improvements, you'd need several times that. It sounds ridiculous, but HDTVs have been out there for maybe a decade in the consumer space, and now we're having phones and tablets that are past the resolution of those TVs. So if you go 10 years from now, 8K in a [head-mounted display] does not seem ridiculous at all."
https://arstechnica.com/gaming/2013...esolution-per-eye-isnt-enough-for-perfect-vr/
Luckey is specifically talking about the screen-door effect, which, again, there are other solutions for.. It's not simply a matter of resolution but pixel density, pixel/panel type, pixel illumination and back-lighting, even how the image is rendered frame-to-frame...
I don't think you need 8K to get rid of the effect since it's not that pronounced as it is today, but that's definitely one way to do it. And again, with that said, I think the devs at Sony went a long way towards demonstrating techniques to mitigate that problem in only a 2xFHD device.