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Hololense = 1268 * 720 pixels per eye Magicleap = supposedly infinite (or they don't exist at all?) Hololens says they have 2.3 million “light points”. I don'
by SparkyMcUnicorn 10y ago
Hololense = 1268 * 720 pixels per eye
Magicleap = supposedly infinite (or they don't exist at all?)
Hololens says they have 2.3 million “light points”. I don't know much about light points other than a few paragraphs, but I wonder how Magicleap actually measures light density and how/if it compares or correlates.
- bobsil1 10y agoMLeap is scanned, but they'll have a limit on the switching speed of the laser + color components.
- smaddox 10y agoDiode lasers can easily amplitude modulate at 10s of MHz, which can provide more effective pixels than 4k displays. If they're still using the piezoelectric beam steering they demo'd a while back, then that will likely be their scanning speed limiter, and thus the pixel density limiter. Their most recent patents suggest they've moved on to something more advanced, though, so it's tough to say for sure. Regardless, GPUs will likely limit the render resolution for the first one or two products. Upscaling might be possible, though.
- white-flame 10y ago1920x1080 ~= 2 million pixels. Assuming an optical scanning system, you could give them the benefit of the doubt that they can route R, G, and B through a single light point during scanning. I presume a "light point" is some sort of shaped structure on their glass which allows the scanned light to escape to the eye when requested. And in theory, might be a place where they can do interference cancellation of incoming light to darken points. All their hype probably points to metamaterials-style shaping of light. Remember that pixels aren't rectangles (hence why scaling images larger always looks more blocky or blurry than native res), they're point samples. So a "light point" should be equivalent to a pixel in the simple case. Whether or not they can bend light between points to make it "infinite", who knows. Any of that is always going to be limited by the resolution that the GPU can crunch in time.