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To provide a good high resolution in that area though is going to require much better screens in our VR/AR headsets than we currently have with a corresponding
by rtkwe 9y ago
To provide a good high resolution in that area though is going to require much better screens in our VR/AR headsets than we currently have with a corresponding bump in rendering power. With VR the best resolution you can conceivably have is to fill the whole FOV with a monitor which gives you the resolution of the internal screens. This ignores problems like screen door and lens distortion that is going to reduce the usable area and worst of all who's monitor takes up the ~100 degrees of FOV a current headset gives, there's loads of stuff around so what you're used to seeing will require probably 4-8k+ per eye.