3 ms·
Nah, the human eye has only ~5 MPix worth of sensors, most of them grayscale at that. We just need inexpensive eye tracking and foveated rendering. https://www
by extropy 6y ago
Nah, the human eye has only ~5 MPix worth of sensors, most of them grayscale at that. We just need inexpensive eye tracking and foveated rendering.
https://www.cambridgeincolour.com/tutorials/cameras-vs-human-eye.htm https://www.cambridgeincolour.com/tutorials/cameras-vs-human...
- carlhjerpe 6y agoBut our eyes can move, so while we might not need to render and update XXk@xxxHz we still need the display to have that resolution wherever we look right?
- joefourier 6y agoNo, because you don’t need to render at full resolution where you’re not looking. That’s the appeal of foveated rendering, you just render say, a tiny 1080p region where you’re currently looking, and render the rest also at 1080p but stretched out over your entire FOV, and with fast enough frame rate and eye tracking, plus a decent blending algorithm, it will be unnoticeable.
- carlhjerpe 6y agoI'm sorry if I wasn't explicit enough. What i meant is that we still need the display to have "the 16k" amount of pixels so that we can have the superhigh ppi wherever we choose to look. We indeed would only need to render high quality in a small percentage around where the eye is looking.
- joefourier 6y agoMy bad, I see what you mean. You're quite right, although there is some research in using MEMS to move the projected foveated region physically, which would remove the need for ultra-high density displays.
- leetrout 6y agoWhich headsets have you used? I’ve found I don’t move my eyes as much in the oculus quest but it could just be I’m conditioned at this point. In earlier headsets it was more narrow field of view and maybe that made it feel more obvious when my eyes were moving.
- carlhjerpe 6y agoI've used the Quest 2 and i did move my eyes when playing games with it. I don't know of screens with different pixel density in different areas either if we were to assume people always look straight ahead.
- hyperpallium2 6y agoOur retina and occipital cortex undo a lot of rendering (e.g. line detection), therefore, a theory: It will take such a long time to get realistic VR, that we will have direct neural interfaces that are much simpler because they can skip the encoding/decoding. \tanget And perhaps at higher semantic neurons, so we can just invoke the concept of "cool graphics" without actually having to simulate it...