4 ms·
In the center of the lenses, the circumference resolution is a bit over 5120, but definitely less than 5760. Even at 5120, it is a bit overkill (and potentiall
by JohnCarmack 8y ago
In the center of the lenses, the circumference resolution is a bit over 5120, but definitely less than 5760. Even at 5120, it is a bit overkill (and potentially aliasing) at the edges: https://twitter.com/ID_AA_Carmack/status/975198157838499840 https://twitter.com/ID_AA_Carmack/status/975198157838499840
You are off by a factor of 2 in your pixel calculation, because 5k x 5k is for a stereo pair of spheres. Equirect projections waste a fair amount, but compared to the 300% miss to get to 60 fps stereo, it isn't dominant.
- rgbjoy 8y agoWould we ever see a dynamic resolution that tracks where you are looking at and just lowers resolution outside the point of interest? Wouldn't that save a lot?
- sp332 8y agoThe article is about doing that for pre-recorded video. For live 3D VR rendering, it's already in some game engines. Batman Arkham VR uses it (it's in the settings). More info https://www.youtube.com/watch?v=gV42w573jGA https://www.youtube.com/watch?v=gV42w573jGA
- thefreeman 8y agohttps://en.wikipedia.org/wiki/Foveated_rendering https://en.wikipedia.org/wiki/Foveated_rendering
- Retric 8y agoAhh, good to know. Anything you can do about someone tilting their head? That feels like the biggest remaining immersion breaker with pre-rendered stereoscopic videos.
- JohnCarmack 8y agoNeed some form of RGB+D for that. I have a player for that, and sometimes it looks fantastic, but the silhouette edge artifacts can sometimes look really bad. Considering some ways of "relaxing detail around the edges".
- owlcreektech 8y agoThis is Mike, I would love to try it out. I can see this working out if you use a gaming engine to add a depth layer to the composition stream. Have you played with Google's Seurat?