Nvidia's Research Division Figures Out A Method to Increase Oculus Rift's Resolution to 2560x1600
Resolution is a pretty interesting subject. Since it is a case of diminishing returns, the field is inevitably divided into 2 camps: the purists and those who can never have enough resolution. Most of the enthusiasts and gamers lie somewhere between these two points but probably the most agreed upon resolution is 1080p (or atleast currently anyways). It is therefore, quite troubling that the Oculus Rift, the visual gaming device of adjacent generation only has a resolution of 1280x800 or atleast unless Nvidia's R&D department can do something about it.
Innovative LCD OverLapping Method Devised by Nvidia's R&D Department to Increment Oculus Rift'due south Resolution
So Basically, the concept is called Cascaded Display and it tries to offer a very cheap solution to the problem that not only Oculus Rift just all head mounted VR Displays faces: increasing resolution without adding an insane price tag. And I am pretty certain, nearly every one would concord that 1280x800 is too depression a resolution with 1080p being the bare minimum. Well, Nvidia'due south R&D department claims it can raise the 'perceivable resolution' to 2560x1600 and very cheaply at that. All they would demand to do is stack 2 LCDs together. The method is really quite ingenious and surprisingly very simple. And so simple in fact that anyone with reasonable DIY experience could brand the hardware at domicile, although where they would get the software to run that is whatever body's gauge.
Theoretically, if you put two lcds together on a slight offset (quarter pixel), with a quarter-wave film in the middle and the back light of the top lcd removed, you could increase the pixel density by a very stiff factor. With one pixel acting as the shutter to 4 pixels your 'perceived resolution' increases to almost 2560x1600. It goes without proverb that you would demand to design special software to run these Cascaded Displays only the event should be an a very loftier resolution cheap display tech for VRs like Oculus Rift. And look, it gets better than that, apparently ane side effect is that the apparent refresh charge per unit will increase from 60Hz as well. The problem is however that even though this tech is pretty awesome its targeted at head mounted VR displays. The reason being that when you stack two LCDs together, i) the brightness decreases, 2) the bending of view decreases and three) in that location is some distortion. Gene i and 3 aren't actually important to a well-nigh sealed and fully static (from the signal of view of the wearer) head mounted VR display, simply factor 2 is. Notwithstanding, Nvidia is confident that, that particular trouble is very easily curbed on the software side of things. To read more about this engineering click here.
Source: https://wccftech.com/nvidias-research-division-figures-method-increase-oculus-rift-resolution-2560x1440/
Posted by: davispapon1976.blogspot.com

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