3 ms·
For VR to ever begin to approach something close to reality, and to really prevent people from getting sick wearing the headsets, it needs to be nearly 90Hz per
by chrisco255 6y ago
For VR to ever begin to approach something close to reality, and to really prevent people from getting sick wearing the headsets, it needs to be nearly 90Hz per eye and very high definition in a very small, lightweight package. While you're focused on the rectangular screens, the market is figuring out other ways to use this technology.
- dale_glass 6y agoYes, VR goes much higher need-wise, but it has a similar curve. The DK1 was a proof of concept. The DK2 was barely usable for most uses, and not at all for others. The CV1 was about the minimum needed for viable commercial use -- earlier ones needed huge fonts, so many games' UI wouldn't translate well. By Quest 2 the resolution is okay. It could be better still, but it's no longer horribly limiting for most purposes.