Hardware & Technical How wide do you like it?

http://arstechnica.co.uk/gadgets/20...will-be-released-by-samsung-and-lg-this-year/

Samsung claimed to be working on a 32:9 aspect ratio monitor. That's basically two 16:9 (standard widescreen) monitors side by side, and is wider than current ultra-wides which work out around 1.4x 16:9 monitors wide. So maybe triple monitor folks wont be rushing towards this, but might be interesting for single monitor upgraders, since you get the benefit of not having the borders in the way, nor as much of the extreme edge stretching.
 
Really nice.

But will it be any competition for the Rift, or will is be an alternative for those who like tradition?
 
I see the Rift as a separate discussion. The Rift certainly isn't going to make monitors obsolete even if they address cost and performance in later generations.

Not sure about digital signage. A single monitor still wont be that big, and in a matrix of displays the individual shape is less important than the overall size.
 
I see the Rift as a separate discussion. The Rift certainly isn't going to make monitors obsolete even if they address cost and performance in later generations.

Not sure about digital signage. A single monitor still wont be that big, and in a matrix of displays the individual shape is less important than the overall size.

Understand, but respectfully disagree.

Monitors will not become obsolete. But the cost of this wide screen monitor will almost certainly be along the lines of the Rift.

I see the Rift as the next step in display development.

The cost of either will be beyond the reach of most of us, but those who do buy will tend to choose one or the other.

I also see both as being primarily aimed at the gaming market. Granted both may have non-gaming applications, but I do feel the majority of sales will be to gamers.
 
I wouldn't like to guess how sales of ultra-wide or ultra-ultra-wide monitors would be split. It will even come down to how specific models are marketed. I suspect the corporate market is bigger than you think so I wouldn't be so quick to assume it is a gamer's market.

Feel free to start another thread about VR, but it is off topic here.
 
I wouldn't like to guess how sales of ultra-wide or ultra-ultra-wide monitors would be split. It will even come down to how specific models are marketed. I suspect the corporate market is bigger than you think so I wouldn't be so quick to assume it is a gamer's market.

Feel free to start another thread about VR, but it is off topic here.

My point is, other than an impressive appearance, I can't quite see a lot of advantages for corporate customers in wide screen or VR technology.

But I can see you becoming a little agitated so I'll leave it there and let you get on.
 
Surfinjo, I visit a lot of offices of many different well known companies as part of my other existence, mainly including financial and telecoms amongst other sectors. The most common desktop setup I see is two monitors side by side. If pricing comes down enough, I can see a single ultra-wide taking their place. Of course, pricing is a big "if" but it is still relatively early days for ultra-wide monitors.

BTW I don't mind discussion of who might end up buying the monitors. It's just VR talk I find irrelevant here.

Surley_Badger sounds like fun. I tried ED on a 3.5ft 4k TV before, and it certainly looked impressive, except the TV had excessive input lag. Ever wish it was wider though? Or do you get a wide field of view so you gain vertical as well as horizontal?
 
Surley_Badger sounds like fun. I tried ED on a 3.5ft 4k TV before, and it certainly looked impressive, except the TV had excessive input lag. Ever wish it was wider though? Or do you get a wide field of view so you gain vertical as well as horizontal?

I don't see any input lag. I've had a few people tell me about that but frankly I think their ability to notice it is largely imaginary.

I don't feel I need a bigger field of view and I do get immersed in it enough; I sometimes catch myself craning my neck to look in one of the corners... The only thing that sucks is it takes a lot of mouse movement to get across that real estate.

I've seen the 3D effect with the glasses and it's pretty good. And more widely available than rifts. I don't understand why fewer games support the shutter-style 3d.

Here's what it looks like. The sense of scale is quite different when you are sitting right in front of it. The panel was $700 and then there's a gtx980 card to drive it.

game box.jpg
 
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If you had my TV, you would notice the input lag. It is a significant fraction of a second and even for external playback only sources, I had to delay the sound to make it sync with the video. It was an exceptionally cheap TV though... I did also have that feeling of moving the mouse across that pixel space took a bit more effort!

Didn't think about 3D glasses, do you use them as routine in game, or was it just something to try once?
 
Didn't think about 3D glasses, do you use them as routine in game, or was it just something to try once?

The 3D effect has to be rendered into the output. The way its done is that the output is flickering right eye/left eye and is sync'd to the shutters in the glasses, so you are actually having each eye opaqued/clear at some high speed. It'd stress the game because you'd have to render 2 different scenes (one view from each eye)

BUT it's a very impressive 3D effect and it's a lot cheaper for a game company to work with than a vendor-specific head-mounted split optic.
 
I'm not fond of odd-sized monitors. First, if you want more screen space, you can simply add more monitors. So that isn't an issue.

What it boils down to is the full screen experience: While games can adjust to different aspect ratios, photos and videos can't. So essentially you'll loose a lot of screen real estate when maximizing something to one screen.

Another issue is the monitor bandwidth. Currently we have issues with GPU and monitors vendors, for some reason they have trouble implementing DP 1.3 or multi-link DP. But without that bandwidth, larger than 4k monitors offer only a very limited refresh rate.

In E:D specifically, I also see a problem with the odd camera. Even with a FOV set wider than possible in the GUI, elements of the HUD frequently wander off screen. I would assume that with a wider screen, this problem turns worse. It's also one of the reasons that's keeping me from trying VR, increasing the FOV to be able to read the HUD surely produces odd effects in 3D.
Frontier should fix that.
 
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