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This isn't how any of this works. It doesn't matter how little of an area of the monitor your focusing on. You still need to generate an equivalent DPI over t
by treis 3y ago
This isn't how any of this works. It doesn't matter how little of an area of the monitor your focusing on. You still need to generate an equivalent DPI over that area in the headset to match the monitor. Which you can't do since the headset has fewer physical pixels than the monitor does.
- cududa 3y agoNo you don't. The headset uses eye-tracking to enable foveated rendering. You only need to generate a high-dpi segment of the screen, where the eyes are actually focussed
- etchalon 3y agoYou can't really "generate" a high-DPI segment. The display either has a sufficient pixel density or it doesn't. Foveated rendering let's you cheat the details you render outside the focal point, but since your eyes can move to any portion of the display, the entire display needs to have a high-enough DPI that, once your eye moves to focus on that section, the content rendered in that location will be sharp.
- deleted 3y ago[deleted]
- charcircuit 3y agoThe limit on DPI is from the display system. Foveated rendering doesn't help.
- cududa 3y ago3840 x 2160 resolution per eye. 23 million pixels per eye, or, nearly 3x the pixels of a 4k TV with the equivalent resolution. That's roughly 3 physical sub-pixels per 1x1 "virtual pixel". As well, given the oddities of human vision and how eyes focus, they can give more subpixels to the tiny area your eye is looking at to increase fidelity
- charcircuit 3y ago>That's roughly 3 physical sub-pixels per 1x1 "virtual pixel". That is apples to oranges. The virtual pixels are mapped over your entire field of view where the physical pixels are mapped directly to the 2D surface itself. >they can give more subpixels to the tiny area your eye is looking at to increase fidelity Again this is a property of the display system and can not be improved by software. Additionally only one part of the lens (usually near the center) will have the highest PPD. Looking anywhere but the center will have a lower PPD.
- MikusR 3y agoThe Vision Pro has 23 million pixels total, or 11.5 million per eye, or 3,391 x 3,391 if square
- mensetmanusman 3y agoIt does when your display has micro motion :)
- sznio 3y agoOk. Now let's wait for a display panel which can fluidly move physical pixels around to get the most of them where the user is looking!
- gcanyon 3y agoI get that I can look at the upper-right corner of the vision-pro's display and then the precision is needed there -- or the lower-left, etc. But no one is going to do that for long; it's uncomfortable, and you're going to turn your head so your eyes can relax.