slugg
Diamond Member
- Feb 17, 2002
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Actually no, that's not correct. See my edited post for details.I believe it increases the number of pixels displayed in the view which makes things a little clearer when it comes to reading and viewing instruments, dials, labels, etc.
Apparently 2.5 looks great but is not very playable in some games like the flight simulator I will be using it for. It takes a bug performance hit so most people use a range from 1.5-2.0 and lower some graphics settings like msaa and shadows to get smoother gameplay and better visuals on instruments.
Essentially, it increases the resolution of the rendered image BEFORE it warps and interpolates it for the headset's screen and lenses. Since the transform is lossy, a higher input resolution means you're starting with more data to begin with, so the loss may be less perceivable.
But in the end, the resolution on the display does not change. So basically, if you run a pixel density of 2, that's twice as many pixels in each axis, so it's really four times the amount of rendering, all for a barely noticeable improvement. It might be worth it for some specific titles, but for a long term solution, it's not sustainable.
What we really need is higher resolution displays in the HMDs. For now, I'd say stick to the standard pixel density and enjoy the platform as it is, which is a first generation product. I'm sure gen 2 will introduce much higher resolution displays.
If we have video cards pushing 2x pixel density now, then we have the computing power for four times the resolution of the Rift and Vive. The limiting factor are the displays and optics. That's where you'll get your order of magnitude improvement.
I used to work in a different, but related field to VR. Many years ago. Haha! It had more to do with 3D capture and camera networks than VR, but the concepts are nearly identical. I worked on stuff very similar to how the Oculus's Constellation system with multiple sensors (they're cameras) work, as well as projected light pattern technology, similar to how the Kinect works.