3 ms·
Agreed that pixel density is an issue, but that can be worked around via supersampling. I just saw the guys at /r/vive discovered a global supersampling setting
by drzaiusapelord 10y ago
Agreed that pixel density is an issue, but that can be worked around via supersampling. I just saw the guys at /r/vive discovered a global supersampling setting. Someone post this before and after:
http://imgur.com/a/uDTwP http://imgur.com/a/uDTwP
Of course, the issue now is GPU horsepower. Rendering two viewports at 1200x1080 at 90fps is no easy task. Supersampling at 2x means rendering 2400x2160 per eye at 90fps. Anything short of a 1080 is going to have performance issues at this level of supersampling, and even then it depends on how complex the game environment is and its settings. I messed around a bit with BigScreen and I can certainly see the potential for VR as monitor replacement for $some_tasks. I have yet to see supersampling settings for it or if these global settings affect 2D screen projections in 3D space.
So yes, current densities might be enough to get by without fuzziness and hard to read text if you have enough GPU muscle. I don't think we've figured out all the tricks with first gen VR yet. There are going to be a lot of little surprises like these I suspect. At the very least we know AMD and Nvidia are supporting performance enhancing features that no one has really implemented yet.[1] I suspect the Vive of June 2016 is going to be a very different experience compared to the Vive of December 2016. The same way console launch games don't look as good as games released towards the end of the console's life.
[1] Yesterday one of the PoolNationVR devs said he got a 20% performance increase using Nvidia's Multi-Res Shading. This change goes live in July. A 20% performance increase at no cost? Crazy.