Good news for VR

sounds good, the current main issue of VR resolution is that the screen door effect becomes bigger the more pixels you use.
The blackness we see around pixels seems to be a hardware limitation of current screens, smaller pixels mean more blackness.
That's why 4k is imaginary at the moment.

Maybe their new displays will solve that.
 
sounds good, the current main issue of VR resolution is that the screen door effect becomes bigger the more pixels you use.
The blackness we see around pixels seems to be a hardware limitation of current screens, smaller pixels mean more blackness.
That's why 4k is imaginary at the moment.

Maybe their new displays will solve that.

Yeah, the problem isn't so much how many pixels you use but instead the angular resolution. 5-6 inch screens at 4k (3840 × 2160) are certainly on the horizon. Samsung has already said they are planning to release a Super-AMOLED at this resolution some time this year. However we don't have any information on the other properties of the screen which are just as important as the resolution (angular resolution, response time, viewing angle, contrast ratio, interface type, brightness, etc). My guess is however, that CV1 will still be a 1440p screen.
 
I'm fine with 1440, as the necessity of driving a 4K screen at resolution at 75+Hz would require a somewhat beefy setup.

Having a 1440s screen, even driven with sampling upscale (i.e lower resolution sampled up to 1440K) for lower end systems, should be at least enough to manage the SDE to the point where it becomes very minor and should be much better at displaying text.

One of the thing OR really has to work on too is the optics, as while the current lenses work there is still much to be done in managing distortion and chromatic aberrations.
 
If you look at some of the new CES images coming up for the Crescent Bay prototype, it looks like Oculus has moved away from the old dk1/2 optics. The new optics aren't round anymore
oculus-ces-20153-1280x853.jpg
(Full article here... http://www.technobuffalo.com/videos...irst-look-words-cant-describe-how-cool-it-is/)

And from what a lot of the reviewers said about the Crescent Bay prototype was that the SDE was greatly reduced to the point where you really had to be looking for it to notice it. Its still there, but easy to ignore. I know in the Oculus forums people have tried taking the Rift apart and puting a matte screen protector on the screen. It blurs the image a bit, but also reduces the SDE. So maybe Oculus is using some fancy diffusing tricks on the screen, coupled with the new optics to give a better view of the VR world.

*Edit
Its also not confirmed by Oculus, but the general consensus is that the Crescent Bay Prototype was using a 1440p screen.
 
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After watching one of the interviews about the Crescent Bay screen was that they have smoothed out the image to get rid of the screen door effect. However they say this has meant small text is blurry and difficult to read. It is something they are currently trying to resolve.
Wonder how this will affect the text and hud display in Elite.
 
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After watching one of the interviews about the Crescent Bay screen was that they have smoothed out the image to get rid of the screen door effect. However they say this has meant small text is blurry and difficult to read. It is something they are currently trying to resolve.
Wonder how this will affect the text and hud display in Elite.

well its readable now
id be surprised if it would get any worse
 
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