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Sony Develops 4,032ppi OLED Micro-Display
- Jaruzel 8y agoI don't want this. I want a 100 inch OLED screen, so I can finally ditch my projector, and watch films with the lights on.
- sschueller 8y agoBeing able to cram this amount in such a small space also helps improve a 'normal' density display as processes improve and fever dead pixels allow for larger displays. The primary issue with large displays is the failure rates during manufacturing.
- eboyjr 8y agoThis must have applications for VR as well.
- ksec 8y agoOut of all the improvement needed for OLED, higher PPI is like the last on the list? And it seems Micro LED will be better fit for these type of application, where you have 0.5" of screen space.
- refulgentis 8y agoMicroLED has been 5 years away for 5 years. What improvements are needed to increase OLED sales? PPI is at the top of my list because it's a necessary condition for VR to go mainstream.
- ksec 8y agoOLED can already 1000 +PPi, that is good enough for most VR. The Vive Pro is 615 PPI, and that is pretty damn good, if you do 4K on that it is still only 825 ppi. ( We likely run into Hardware Rendering problem with high framrate and high res before we hitting OLED limit ) >What improvements are needed to increase OLED sales? Too expensive. Along with colour accuracy over time, burn in etc. All of them are not really solved ( yet )
- Kaibeezy 8y agoArticles I just looked at say ~400ppi is "retina" density at 12" away. If these are for VR or viewfinders 3" from your eye, what PPI is needed? Still looking... Here's one: The US Air Force has estimated that a computer screen would require 10,300 pixels per inch to simulate these so called "hyper acuities". https://www.theregister.co.uk/2018/01/16/human_limits_of_vr_and_ar/ https://www.theregister.co.uk/2018/01/16/human_limits_of_vr_... Actually, that's a pretty interesting article, posting a bit more: But in one respect VR still lags far behind our biological limits: we are nowhere near a pixel density that mimics real life. In theory, in our fovea, we need about 120 pixels per degree of view to match reality (although Meese [Tim Meese, professor of vision science at Aston University] says in practice, people generally can't see in finer detail than around 80 pixels per degree). Currently, the best headsets manage about 10 pixels per degree horizontally. Given the need to scale up by a factor of about 10 – on both axes – the increase in resolution required is enormous. "I don't think the technology is there yet for those display pixel densities," says Bryan William Jones, a retinal neuroscientist at the University of Utah. And for VR obsessives who will settle for nothing less than a perfect replica of reality, even 120 pixels per degree might not be enough. Put two lines above each other and move one slightly to the left or right, and it turns out we are "extraordinarily sensitive" to even the tiniest differences between them, says Meese, even to movements smaller than the width of a cone in the eye. To match this sensitivity on a computer monitor would require a pixel density that "beggars belief", he says, and well beyond 120 pixels per degree. The US Air Force has estimated that a computer screen would require 10,300 pixels per inch to simulate these so called "hyper acuities". This is more than 30 times that of an iPhone 7 (and 12 times the density boasted by a new Samsung VR display, revealed in June, which has a display of around 850 pixels per inch). Such fine-grain vision is rarely used in the real world, says Meese. "The closest example you can think of is threading the eye of a needle, or something like that," he thinks. But it serves as a reminder that imitating the look of real life in VR remains a technological pipe dream – don't expect to do any VR sewing in the next decade or two.
- chmod775 8y agoMaybe this can be solved some day by a display technology that is vector- instead of pixel-based.
- 8y ago