True but Carmack did also state, post CV1, that resolution was more important than FoV. I really have to disagree with him there.Lets not forget that Oculus has John Carmack and Michael Abrash leading the technical evolution there. Those guys are pure voodoo. Magic will happen if they have anything to do with it. Remember Quake ?
From an engineering standpoint resolution trumps all. Automotive/Medical/Aeronautical test domains in VR require super high res. Immersion is secondary when you are trying to resolve detail.True but Carmack did also state, post CV1, that resolution was more important than FoV. I really have to disagree with him there.
For me.....Give me resolution over FoV anytime. If i want to see 120-150 degrees to either side i'll turn my head, but when i do turn my head i want to see everything clearly!From an engineering standpoint resolution trumps all. Automotive/Medical/Aeronautical test domains in VR require super high res. Immersion is secondary when you are trying to resolve detail.
Enterprise will drive the evolution of VR because it will generate the revenue required for R+D.
I'm not overly bothered about it using LED tech since that has come quite a long way. Samsung QLED is very similar with black levels to OLED (though not quite as good) but when within +- ~5 degrees viewing angle. With a VR headset you are at near 0 all the time.Except HP is using LED too. Let's wait for Samsung Odyssey 2019 refresh
Yeah, it is resolution that bothers me over FOV too. Better FOV would be great but SDE and blurred writing are the things that damage my VR experiences over it being like I'm in Ski googles. I can imagineer my way out of limited FOV; I can't imagineer my way to seeing more clearly.For me.....Give me resolution over FoV anytime. If i want to see 120-150 degrees to either side i'll turn my head, but when i do turn my head i want to see everything clearly!
Natural adaptation. Regardless of the gates and walls that encumber us we forge forward.If i want to see 120-150 degrees to either side i'll turn my head!
I feel this issue is for vr games in general, not just elite. Maybe there are games I'm forgetting?The status quo is quite frustrating right now.
Why ?
None of the games we love - Elite specificaly - support the VR Apis that Nvidia has provided.
Its all there. Simultaneous Multi Projection, Lens Matched Shading.
So my question is, are the Cobra engineers watching ?
Are you going to implement the Nvidia Apis ?
Absolutely, even the best performing games would benefit from further optimisation from dedicated VR Apis to enable us to crank it up and still hit frametime.I feel this issue is for vr games in general, not just elite. Maybe there are games I'm forgetting?
We're all different.For me.....Give me resolution over FoV anytime. If i want to see 120-150 degrees to either side i'll turn my head, but when i do turn my head i want to see everything clearly!
Using a Lenovo as a reference. Priorities would beWe're all different.
I'd like a bit more resolution, apparently the Rift S is pretty solid. But I think with just a bit more I'd be looking for increased FOV. Doesn't have to be loads but CV1's FoV is just a bit too narrow for me.
For those interested in the tests that I've done last night.
I tried elite with my GO and RiftCat.com.
I wanted to see how it does with the Rift S display.
I used RiftCat because it is easier than ALVR to setup and it works very well with a lot of options to tweak the stuff as hell.
And so what I was worried, happened, with the GO's LCD Display compare to my rift, everything is definitely clearer and more readable for sure, and bye bye godrays but all of my colors are gone. It gave me the impression of "washedout" or "pale color" and the worst are the blacks. I can't see anymore the variations of black in the space as before like with my oled display in the rift.
So, for the moment, it is just an impression because it can be the codec of riftcat which compress too much the flux and remove as much all the colors. I hope is that, because otherwise that does not look good for the rift s and Elite dangerous with the rift S LCD display.
Good post, I was doing some back to back testing myself yesterday switching between the 5k+ and the Vive Pro and the difference in the warmth and saturation of the colors is striking.For those interested in the tests that I've done last night.
I tried elite with my GO and RiftCat.com.
I wanted to see how it does with the Rift S display.
I used RiftCat because it is easier than ALVR to setup and it works very well with a lot of options to tweak the stuff as hell.
And so what I was worried, happened, with the GO's LCD Display compare to my rift, everything is definitely clearer and more readable for sure, and bye bye godrays but all of my colors are gone. It gave me the impression of "washedout" or "pale color" and the worst are the blacks. I can't see anymore the variations of black in the space as before like with my oled display in the rift.
So, for the moment, it is just an impression because it can be the codec of riftcat which compress too much the flux and remove as much all the colors. I hope is that, because otherwise that does not look good for the rift s and Elite dangerous with the rift S LCD display.
I was under the impression that the 5kBE resolution is the same as the 5k+, but the OLED screens use a PenTile pixel arrangement that causes increased SDE?Good post, I was doing some back to back testing myself yesterday switching between the 5k+ and the Vive Pro and the difference in the warmth and saturation of the colors is striking.
I am going to get a 5k+ OLED and sell my 5k+ LCD when Pimax sorts it's supply chain out in the coming months.