At last week’s Display Week 2017 conference, Samsung showed off a new ultra-high resolution display for VR headsets that more than triples the pixel count of the displays in the Oculus Rift and Vive.

A new display from Samsung targeting use in VR headsets packs a whopping 2,024 x 2,200 pixels into a 3.5″ form-factor, delivering an impressive 858 PPI, nearly twice the 460 PPI of the Rift and the Vive. The display is also capable of a 90Hz refresh rate and 100 nits brightness. From a raw pixel-count standpoint, Samsung’s new VR display has 3.4 times the number of pixels in those headsets.

The new display was shown off by the company at Display Week 2017. Seen in photos posted to Reddit by user ‘Krenzo’, the display was shown side-by-side against what we presume to be the same 3.5″ 1,080 x 1,200 display presently used in the Rift and Vive. Both the old display and the new were shown inside Gear VR shells; seen through the lens was a high-resolution image of Where’s Waldo for comparison.

Photos through the lens of each headset shared by Krenzo reveal a major reduction in the so-called ‘screen door effect’ and the visibility of individual pixels seen on Samsung’s new VR display.

Samsung currently provides the displays in both the Rift and Vive—both of which use two individual displays of 1080×1200 resolution per-eye with a 90Hz refresh rate—which means it’s quite likely that this new display is destined for future generations of those headsets.

Samsung also makes the smartphone displays in the company’s Gear VR compatible phones which actually have a higher 1,440 x 1,280 per-eye resolution than the Rift or Vive, but are not as suitable for those headsets due to the aspect ratio.

SEE ALSO
Hands-on: Latest StarVR Upgrades Highlight Ultra-wide FoV & Nearly Invisible Pixels

Even when compared to the higher resolution Gear VR display, the new Samsung VR display has 2.4x more pixels and a substantial increase in PPI.

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  • xebat

    Where the industry insiders at, leaking to us if this tech will be coming in to the VR headsets that will come to market in 2018 ?

    • benz145

      Keep your eye on the front page ; )

      • VRdeluxe

        Ben. Looking at the two sample pictures enlarged on my 4K monitor the difference between them is night and day. This is going to make sim racing and games like Elite look absolutely incredible! You must be super amped

        • Xilence

          Much more than just sim racing and such, imagine VRMMOs (that’s why I’m here) lol.

  • Get Schwifty!

    Sounds good…. be nice to see this come out and kick the visuals into high gear.

    • Perseus Smith

      Sli titan at least

      • Darshan

        SLI is in bad shape for doing proper VR due to optimization issues and latency its introduces in output.

        The list of VR experiences that currently supports multiple GPUs is quite short — remember, standard SLI or CrossFire support usually doesn’t work well with VR. People who have attempted to use two NVIDIA graphics cards with games that can be played on a standard monitor, like Elite Dangerous and Project Cars, have reported poor results.

        Serious Sam VR: The Last Hope supports LiquidVR multi-GPU, while NVIDIA VR Funhouse and Trials on Tatooine both support VRWorks SLI. And that’s pretty much it when it comes to commercially available experiences.

        Nvidia still pushing their very new VR WORKS DEV TOOLS and if developers implement them may be years from now we will see actual benefits of SLI in VR, they do so only when they see huge market has invested in to SLI which so far did not happen and i don’t think will happen in future due to limited gain compared to running cost of Two GPU not to mention additional heat generation additional noise generation, requiring more space in cabinet requiring more expensive power supply increased breakdown chances of GPU as well as SMPS as now there are two gpus.

        For now SLI VR is almost non existent on commercial scale its still in tech demo.

      • polysix

        Multi-Resolution Shading (MRS), Lens Matched Shading (LMS) and Single Pass Stereo (SPS) from Nvidia + foveated rendering w/eye tracking and volta will more than run this res of screen in VR with very high quality graphics.

        Even if you are on old gear it still has benefits from upscaling (don’t compare to console upscaling from non native res), physical pixels and higher PPI right up in your face with lenses = a win no matter what’s being pumped into it.

      • Get Schwifty!

        Hmm…. 1080 Ti’s, but I agree… and optimization as Darshan said would have to be worked out.

  • NooYawker

    There’s no point in comparing the Rift and Vive to mobile devices. Specs are meaning less between the two.

    • benz145

      They aren’t comparing the Rift and Vive to mobile devices, they were just using the Gear VR shell as the enclosure for the old and new desktop headset displays. Their new display is intended for desktop VR headsets.

      • NooYawker

        Ahhh.. I see. Any plans of them releasing their own desktop headset or just provide the displays?

        • benz145

          Good question. If they got into the desktop PC game I think they might opt to jump into the Windows Mixed Reality ecosystem since they are already a PC hardware maker and close with Microsoft on that front.

          • But don’t they have a partnership or something like that with Oculus? Wouldn’t that be a conflict?

          • NooYawker

            They’re iPhones main competition yet create parts for the iPhone. Samsung is a huge conglomerate with many different parts that run somewhat independent of each other.

      • Darshan

        Why did they choose cartoonish image? they should have shown cockpit/hanger of Elite Dangerous!

  • Tailgun

    And all we’ve heard from the skeptics and Luddites is that it would be *years* before we’d get anything close to 4K resolution on next gen headsets…

    • Get Schwifty!

      Just being available doesn’t mean people can necessarily afford systems to drive those displays… what’s also not discussed is price or yield rate on manufacturing all of which impact marketability.

    • It probably still will be, but just not that many years (a couple or so). And, running VR games at that resolution and 90fps+ is still going to be a pretty hard task for a while too.

      • Xilence

        Indeed, but the value of gaming just went up. You see, with this level of quality and immerison and the the amount of titles released due to the massive increase of VR users (thanks Microsoft & Google + soon to be Apple), then people will be willing to shell out a lot more for powerful setups. I spent $225 for my GTX 1060 not long ago. I’ll spend $400 if it means running something like this when the time comes. Of course, we’re missing the AxonVR haptic suit or at least the VR treadmill, but I’m hopeful about that too.

        Then again, maybe that’s going to come sooner than later. We’ll see. I feel like VR Arcades will get it first, obviously. So what use will I get out of shelling out lots of money for VR if I’m going to the arcade? Who knows.

    • Warp15

      Have you heard of the pimax 8K VR headset? It is not really 8K per eye, rather its 4k per eye. A 16K would be 8K per eye. A 4K headset is really 2K per eye.

      • Barret

        I wonder what sort of video card someone would need to run it well.

      • Ryu Hayabusa

        8k is bullshit marketing garbage. it’s actually just two 4k screens

    • Shane Bushman

      The problem with 4K is the GPU power needed to get quality that will show it off. We still have one or two generations to go before it is there. Working on Multi-GPU VR will help speed things up. Also, I think we will all find for true realism we will need 8K VR with a wider field of view. I suspect we will see it within the decade, and I suspect it will be so realistic that people will have mental issues from over-use. I hope I’m not one of ’em. lol

      • daveinpublic

        Foveated rendering means you don’t need a more powerful system.

        • Shane Bushman

          Good point. NVidia has a lot of tech that makes gpus much more powerful for VR so as long as adoption is widespread it will help considerably

      • CHEASE

        Plenty of AAA games can be played at 90 FPS in 4k with a 1080 ti if you turn down the settings a bit. Most VR games are less demanding than these. I don’t see gpu as the limiting factor for 4k VR going forward, especially with Volta reaching market likely before any major 4k HMDs.

    • Konchu

      See I think that Eye tracking/Fovated rendering will help for sure. But for 4k I think it may still be doable now without those at least on some titles. Some people have been able to pull of a 1.8-2.0 settings in the Super-sampling on 1080 and higher cards which though not actually showing this 4k it is rendering in that effective 4k range resolution. Couple this with the Asynchronous time warp or other similar tricks and there you go.

      I think we will see this in the next gen headsets with eyetracking next year. Now for the tasty 8k headsets.

    • White Raven Studios

      There are already 4k headsets. Just not North American ones.

  • Rigelleo

    If the FOV is the same of the Rift and the Vive we will have the angular dimension of the pixel reduced at 55% of the actual dimension. Aliasing halved

  • Perseus Smith

    True.

  • Stefan Küppers

    True but maybe only half the truth.
    IMHO there is more to VR then games. with a 4K resolution combined with better ergonomics these headsets will open new ways of working and collaborating. Also consuming media will profit from better resolution without the need of an insane card.

    And maybe convincing non-gamers of the benefits of vr is even more important at this point…

    • gamechanger

      I guess we could also benefit from rendering in current gen resolution and upscaling it to higher resolution screens. That’s where PSVR wins with more subpixels…

    • NooYawker

      There’s some industrial and training uses for VR, but I think AR will eventually be better for professional use.

    • Andre du Toit

      IMHO, VR is more gaming and maybe travel sites orientated and not so much for work etc. For that AR will take the lead.

      • craylon

        I agree that MR/AR leans itself better towards working environment where you also have to interact with objects and people around you in the real world. The only worry I have is that by the time we get a display with a resolution like samsungs into a VR headset its still 5-10years further away from having it in see through, light weight, untethered AR/MR glasses.

        My humble wish at this time is just to replace my Vive with a set with that much res I could argue against a 3 monitor webdeveloping / programming / media editing sollution and rather get a VR helmet. But even with 858ppi I am not sure thats enough for that.

        • Andre du Toit

          Those Damsung lenses will never be fitted to AR glasses. AR will be more laser based where the image is directly beamed onto your retinas or onto a lense in front of your eye like google glass. VR will eventually get 8k folded screens that wraps around your face, giving VR with a 180 fov.

  • chop suey

    yessuh new scleen developu naicu. i wantlu folu my occulus liftu

  • VRdeluxe

    Looking at the two sample pictures enlarged on my 4K monitor the difference between them is like night and day. VR is going to be incredible in the next 2 years

  • Sam Illingworth

    We already have foveated rendering though don’t we?

    • Rikard Bjørstad

      We do, we have all the tech to make the next gen VR headsett. All we need is someone to put it all in one HMD and for the software to be consumer ready.

      • Jason Lovegren

        I have a gtx 1080ti and the most I can supersample is 1.5 before performance takes a hit. (I’m not sure how many pixels that is but the picture is slightly better, not amazing like others have mentioned. its like going from 720p TV to a 1080p tv.) The hardware can’t keep up with the software. I agree that foveated rendering is amazing but it’s insanely complicated to run VR. This truly is the NES Era of VR. But hands down this is the only way I’ll game. I could care less about gaming on a flat screen (Yawn)

        • CHEASE

          People have been reporting 1.5 SS with 980 ti for over a year. In which game or app can you only do 1.5 SS with the 1080 ti?

          • Jason Lovegren

            Well when I say 1.5 this is without spacewarp kicking in. A true 90 FPS experience. There are a few games that i can push it to 2.0 (Supershot, and a few others) and I’m also very sensitive to any frame loss at all. No way a 980 ti which is on par with my old gtx 1060 (6gb version). I get no tracking loss what so ever. No blips, no frame rate loss, just a smooth picture. Lately with Drivers improving I’ve been able to average 1.6 and also manage to get 1.7 with lone echo (Again 90 fps the entire time no spacewarp or lag what so ever) but for everyone thats saying they can SS at 2.0 and get 90 FPS in every game is probably not telling the truth.

          • CHEASE

            1060 6b is closer to 980 non ti I believe? Anyway, that is interesting. I guess we will have to wait for volta to get a 4k vr GPU.

      • Master E

        We need someone with the time and money who doesn’t care about making a quick return

  • Rok Vogric

    anybody knows what the prices will be and when its available?

  • Yosarin Blake

    Can someone PLEASE tell why, if Google Seurat can make high quality PC graphics available on a mobile device, it could not ALSO make 4K super graphics for this new ultra definition headset available on a mid range PC?

    • polysix

      because it’s smoke and mirrors, not ‘fully’ interactive and a form of 360 photo with more range. Suerat (sewer rat) is not the end game for VR, it’s a band aid for nerfed mobile and ONLY good for low interaction software. Looks fancy but is the VR equiv of the CD32/FMV games back in the early 90s.

      We’ll get 4k VR on PC via foveated rendering and other tricks (and better gpus)

      • beestee

        Anything running on any game engine is mostly smoke and mirrors. Any technology that can improve the illusion should be welcome.

      • Yosarin Blake

        Thank you for your reply polysix! I’m really confused now. Why has RoadToVR made these statements?:

        Seurat can bring “bring CGI quality visuals to mobile VR”
        &
        “Today at I/O 2017 Google introduced Seurat, a new rendering technology that’sdesigned to take ultra high-quality CGI assets that couldn’t be run in real-time even on the highest performance desktop hardware, and format them in a way that retains their visual fidelity while allowing them to run on mobile VR hardware. Now, that wouldn’t be very impressive if we were just talking about 360 videos, but Google’s Seurat approach actually generates sharp, properly rendered geometry which means that it retains real volumetric data, allowing players to walk around in a room-scale space rather than having their head stuck in one static point.”
        &
        “Google says that individual room-scale view boxes
        made with Seurat can be as small as just a few megabytes, and that a
        complex app containing many view boxes, along with interactive real-time assets, would not be larger than a typical mobile app. That’s a huge deal because it means developers can create mobile VR games that approximate the graphical quality that users might expect from a high-end desktop VR headset”.

    • Mei Ling

      Foveated rendering is the best practical way to go.

    • Andrew Jakobs

      Google Seurat is NOT capable of making high quality PC graphics available on a mobile device, they can make it look better/nice but it’s certainly not ‘high quality pc graphics’..

      • Yosarin Blake

        Thank you for your reply Andrew! I’m really confused now. Why has RoadToVR made these statements?:

        Seurat can bring “bring CGI quality visuals to mobile VR”
        &
        “Today at I/O 2017 Google introduced Seurat, a new rendering technology that’s designed to take ultra high-quality CGI assets that couldn’t be run in real-time even on the highest performance desktop hardware, and format them in a way that retains their visual fidelity while allowing them to run on mobile VR hardware. Now, that wouldn’t be very impressive if we were just talking about 360 videos, but Google’s Seurat approach actually generates sharp, properly rendered geometry which means that it retains real volumetric data, allowing players to walk around in a room-scale space rather than having their head stuck in one static point.”
        &
        “Google says that individual room-scale view boxes made with Seurat can be as small as just a few megabytes, and that a complex app containing many view boxes, along with interactive real-time assets, would not be larger than a typical mobile app. That’s a huge deal because it means developers can create mobile VR games that approximate the graphical quality that users might expect from a high-end desktop VR headset”.

        • Andrew Jakobs

          There are limitations on use in real 3D, but also you can take any ‘ultra high-quality CGI asset’ and scale it down so it will run on in realtime on lowend hardware, but it will never look like the ‘ultra high-quality’.. It will make it easier to do it, and still get decend results, but it will never look like highend PC graphics on lowend hardware.. And ofcourse it also depends on what you call ‘highend pc graphics’…. because ‘what might a user expect from a high-end desktop vr headset’…….
          The new framework will make it easier and it’s yet again a good example of how different algoritms can get better looking graphics on lowend hardware.. But always take these claims with a grain of salt, it’s the creators who make the claim.

  • Yosarin Blake

    In reply to the important point you make Jonny, please see my comment / question above :)

  • polysix

    Been holding out for a major visual improvement in HMDs before buying my next one (had DK2, Vive and PSVR and sold them all – none of them good enough for the cash or the purpose other than of course seeing how cool VR is – and it is). Gen 2 PC is needed badly before the market stalls, trickle feeding VR tech isn’t going to work, esp if it’s just to keep the relatively small numbers of gen 1 buyers from feeling ripped off.

    I urge EVERYONE to stop buying GEN 1 PC stuff (Vive and Rift) NOW, and to sell it on ebay, buy no more software, then you’ll see gen 2 arrive a year before they want to give it (and at a decent price).

    • Get Schwifty!

      Are you mad? Do you really think a widespread boycotting of Gen 1 components would help VR in the least? All that would do is make manufacturers doubt such a fickle market was worth investing into….

    • Lucidfeuer

      That’s a nice approach…which unfortunately doesn’t work: because THEY decided to make Gen1 so fucking crappy to juice a maximum of economies out of their lack of perceptivity, strategy and talent, their sales numbers are accordingly crap and deserved, but are also the reason why they’re waiting for so long before releasing a new headset.

      And per the same logic, these new headsets will probably be so underwhelming in a context where the interest and patience for VR has waned down a little more, that their sale number will be marginally better, in other words still underwhelming, and so then it won’t have the incentives, assets or rather in this case, justifications to do their job ie. iterate further and faster toward what a real VR device should be.

      • James Patrick

        the majority of consumer PCs cant handle current VR requirements, what makes you think we need more power VR before then!

  • polysix

    Nice screens, lets hope HMD makers don’t ruin them with bad lenses causing god rays… also I wonder what black levels we are talking here? Had a t*t-full of grey/dirty blacks on current gen, breaks immersion. Preferred solid blacks on DK2 (even with black smear) and no god rays (dk2 and psvr) over rift and vive!

  • Rok Vogric

    any idea of prices and when available?

  • Benjamyn

    All I’ll say is I can’t wait for true amazing VR . What has already been achieved is epic to a layman like me… psvr is my next purchase and no matter what it’s like it will blow my mind … i also wish it was 2025 already… i hope i live to 100 lol

  • Nice. I’m happy to see the various technologies used in VR improving at a good pace. It won’t be long before any of the reasonable gripes many people have with current-gen VR headsets will be pretty much completely resolved.

  • exanimo

    cloud ( or remote ) rendering is one solution

    • Will Witthauer

      The issue in that case would be the latency on the head tracking however, unless it was simply a 360° video

  • Ginny Howard McAfee

    I still have problems with my phone overheating while in the headset.. I can’t use it but about 5 minutes at a time. Of course I leave cover off which is not near as good with it on because of light. Does anyone know of a solution?

    • ConceptVBS

      Use your phone in a dark room with cover off?

  • Scooter McGavin

    I am curious as to the foveated rendering. Who decides where the effect starts from full res to “slightly blurred”? Every person’s eyes are as unique as fingerprints and that continues through to vision including peripheral vision. Wouldn’t that type of rendering make any headset hit or miss unless there were a level of adjustment?

    • Bear on the job

      You could potentially have a calibration system in place, the same way you calibrate brightness or gamma for a monitor. You start with a small ring for the foveated rendering range, and expand it outwards until the user sees no difference in quality. That way you have a custom solution for each user.

      …Although that brings up an interesting point, where your GPU rendering power is effectively increased or lessened based on the biological limits of your vision.

      • Firestorm185

        A very interesting point indeed.

    • Jason Lovegren

      But the focal point is basically the same. They can keep that centered since the lenses and headset can be adjusted. I tested the tech out is that Batman experience game across 3 users. The also have adjustments for the foreated rendering. It starts off at 60 and goes to 90 (So even if the picture is blurry at 60 going to 90 will still give a performance boost with no lost of picture)

      • Jason Lovegren

        Tons of grammar errors lol (Please ignore)

    • CHEASE

      1080 ti can run 4k at 90 fps no problem.

      • Steve D

        ha nice bait, false. still, sending out a 2K image and letting the display upscale to 8k is fine, the issue with screen door is that the spaces between pixels is visible. even if it’s still “blocky” like minecraft, the picture will be so much cleaner with a tighter pixel density

  • Foreign Devil

    why is the image with the visible pixels zoomed in more than the non visible pixels. . it doesn’t help prove the claim.

  • Lucidfeuer

    At least we know manufacturers have no excuses for not having at least 4K VR headsets, like it wasn’t the case already. So resolution is still not an issue or even a topic at hand, while FOV which I find way more important than resolution (granted we have had an okay resolution since the GearVR), and is still going nowhere.

    • TechNick

      FoV is a tricky one to move forward. Optics has been a stagnant science for decades, but it’ll take many new breakthroughs (some of which have already happened) to really craft optics that can increase FoV whilst maintaining image quality- and also do that while targeting smaller form factors. It’s a tall order of factors that must be carefully balanced.

      It won’t come at once, instead each iteration of hardware will deliver an appreciably larger FoV (~10-20°+) while also balancing PPD and size/weight, but eventually it’ll be a solved problem that we look back on as a short lived limitation of early hardware- in the same way we look back on black & white TVs before color was introduced!

      • Lucidfeuer

        The DK1 had a 100+ FOV°, there are mobile headset with 120° anamorphic lenses, there are many product with higher FOVs, some that fits the palm in the hand granted they’re not optimum, but I don’t thing it’s in any way that challenging optic sciences you are mentioning. They just have no idea what they’re doing and therefor what to do or research for VR.

  • REP

    Hey HTC, get your butt up and start working on Vive 2.0 please….and get it out before Project Cars 2 is released!!

  • Sean Lumly

    With aggressive foveated rendering (or perhaps some sophisticated hardware upsampling scheme), these resolutions may be within the power-budget of 2018 mid/high-spec PCs. And if the camera pointed towards the eyes can detect your eyeball’s lens (or infer the focal point based upon angle), we may get simulated DoF based on focus!
    * oh, and I really, really hope that HDR is a priority (which may be one of the most important additions).

    And a wireless Vive has already been confirmed!

    If this is the case, 2018 VR will make 2016 VR look absolutely primitive by comparison. With a wider FoV and even better tracking, I believe that being in VR could plausibly fool a person into believing that they are somewhere else wearing a helmet.

    Exciting times! I will be there Day 1!

    • John Horn

      Gen 1 was awesome, is awesome… but Gen 2 will be just…… insane!
      Accelerating progress.

    • John Horn

      Gen 1 was awesome, is awesome… but Gen 2 will be just…… insane!
      Accelerating progress.

  • Tomas Sandven

    GIVE ME

  • Raphael

    “we already have foveated rendering” – some of the typical cliche statements people make… Who is we? Foveated rendering is still in development just like multi plane depth.

    I don’t know how we came to have a generation so clueless. There’s a consistent view that all this tech is somehow being held back or it’s just months away from consumer release. If samsung have a 4k vr display newly developed… It will be a few years before that makes it into a consumer vr hmd. I know that some of you think vr is no different to a cell phone. Actually it’s very different. It’s a complex set of elements that have to fit on your head.

    You really should take the time to listen and learn instead of spewing whatever random thoughts are floating around in your headspaces. Palmer luckey thinks 2018 and HTC likewise won’t release a new pc vr system until it’s significantly better.

  • Max Leonard

    cant wait to see my dirty vids on this new screens ….;-)

  • Andrew Jakobs

    Major reduction? I don’t even see SDE on the new image, but to be honest, even on the current ones I think the SDE is highly overrated, it is not a big problem by a long shot compared to the DK2 (or even much older headsets). I always thought it might be a problem as people were bitching about it (only having had a DK2 and older headsets), but then I put on the PSVR and man, people are just bitching over nothing..

    • VRdeluxe

      Dont talk nonsense buddy the resolution of these first gen headsets is garbage

      • Andrew Jakobs

        If you’re a f-ing snob yes then the resolution is garbage.. You’re the one talking nonsense, ‘buddy’…

        • Surykaty

          lol.. wanting not to see some nasty visual artifacts is snobbery? what the hell Andrew!?

    • Adrian Meredith

      Depends on your eyesight but its pretty bad on the cv1. you can mitigate it in games like elite by making everything green (as there are 50% less red/blue sub pixels)

  • wowgivemeabreak

    I like this! Hopefully we get those second gen headsets sooner than alter using this. I really enjoy my Rift but a higher res display would be very much welcome and I’ll upgrade right away for that.

  • Diego Cesaretti

    youre all wrong… this displays are going to be inside the non yet disclosed samsung hmd… htc and oculus will have a very hard to beat contender…

    • VRdeluxe

      I was thinking the same!! I never wanted to buy a product from facebook or HTC. They were just first to market.

    • Adrian Meredith

      samsung display is entirely separate from the mobile business just like lg display is. why would they turn down the extra money and control both sides of the market?

      • Diego Cesaretti

        Both Oculus and htc openly said they don’t plan to put another headset on the market for at least another year or two… The rumors of a Samsung headset have been around for some time now… Just put the pieces together… im almost Shure it’s going to be a Windows mixed reality device, but don’t discard an Oculus compatible one, since they already have a relationship and Facebook it’s focused on the platform and development mainly… If a next gen hmd from the current players it’s going to have this display inside that’s something we’ll see but in the long term..

  • SharingIsCool

    What does resolution matter when it’s all heading toward eyeglasses and contacts anyway? Just another mile marker on the way there?

  • I wager this is already being tested in the next generation of both the HTC Vive and Oculus Rift CV. I would not be surprised this will seen at CES 2018. Also, I am glad this is a 3.5″ panel which is one of the reasons the HTV Vive has slight better FOV, but slightly less PPI.

    For those who feel that rendering at the resolution is not possible, a hardware based upscaler which is possible in some HDMI to Display converter chips, would still allow 90 fps and minimal screendoor effect. This is something I definitely noticed in the piMAX 4K using a 4K 5.5″ LCD screen even though HMD was underwhelming in other aspects.

  • Mike1967

    It is so hard to wait for the next era of VR. Volta GPUs combined with Rift CV2. And the real stuff is probably ten years ago – 2x16k, wireless with HMD3 Memory GPUs and 500 Megabyte/s Internet. Please research faster – I will be nearly 60 years old in 2030!

  • VR Geek

    I picked up the 1440 x 1600 per eye Samsung Odyssey, and while it is a 400×360 more pixels per eye, the jump is not very significant at all. I have done side by side in Steam VR Home. So You can still see the pixels nearly as much. 2,024 x 2,200 is about the same jump again so I am expecting to still see pixels. We need 4,000 x 4,000 or more to really start making a difference.

  • Dan Williams

    Lol @ all the talk about foveated rendering. The only way you’re going to see foveated rendering in VR become a commercial reality in the next 20 years is if you can convince a million friends to pull a Clockwork Orange and staple their eyelids to their foreheads so they can’t blink. Oh, they’ll get foveated rendering to work sooner than that, but it it will be intolerable every single instant it loses tracking.