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Lenovo VR Headset comes with higher resolution than Rift CV1

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by RaceRay, Jan 5, 2017.

  1. RaceRay

    RaceRay Administrator Staff Member SimAxe Beta Tester

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    "The headset's display is made of two 1440×1440 panels, making it higher-res than both the Vive and the Rift."

    Source:
    https://www.xsimulator.net/communit...ers-the-vr-race-this-spring.9231/#post-116535

    I am looking forward to see the first real comparison charts. The lack of resolution and the blur in long range distance views on track is the only thing i do not like on my CV1
    • Like Like x 1
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  2. shannonb1

    shannonb1 Well-Known Member

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    still just a prototype with no release date info.
  3. Blame73

    Blame73 Well-Known Member

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    Have you tried rising the PPD (pixel per display) and/or the AA (anti aliasing)?
    Certain games like Assetto Corsa let you dot it and it's a great visual improvement.
    • Informative Informative x 1
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I am taking a wait and see approach, as so far only non-working HMDs have been shown off.

    Keep in mind that screen resolution is only one measure of a VR display and even that is debatable for VR, compared to traditional notions of resolution, as the image is warped and then unwarped via the lenses, to allow a screen so close to the face and rendering over a full 360 degrees. Other important VR screen measures that significantly influence quality are subpixel configuration, pixel spacing, refresh rate, persistence, refresh type, pixel change response time, pixel on-off delay, colour accuracy, brightness and finally lenses.

    With VR how much of the screen pixels are used per eye makes more sense as a measure than the actual screen resolution of a traditional monitor. Higher screen resolution does not necessarily mean less screen door, it just makes it more likely that there is less space between the pixels.

    Lens warping also has significant effects. With traditional lenses the visual trade off is chromatic artifacts, with Fresnel lenses the visual trade off is god rays, to a greater or lesser extent, but a much bigger sweet spot of higher rendered resolution. Lens focal length also affects 3D rendering quality somewhat.

    The displays of the Rift and Vive are 90hz. The Rift also have global update and improved pixel coverage, the entire screen flashes at once instead of scanning over each row or column like a traditional display, as part of the screen door effect is the space between pixels.

    For all the wonders of first gen VR screen technology, lenses and software manipulation, it will likely be up to 5 years before VR has a perceived image quality of 4K screens. One of the biggest challenges in getting there is real time eye tracking and Foveated rendering, where only what you are looking at is rendered high resolution, as your eye does IRL.
    • Informative Informative x 2
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    Last edited: Jan 6, 2017
  5. Pit

    Pit - - - - - - - - - - - - - - - - Gold Contributor

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    Hopefully I'm still alive when these VRs are coming onto the market ;)
  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    You will be.
  7. RaceRay

    RaceRay Administrator Staff Member SimAxe Beta Tester

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    Yes i did and it improved the image quality tremendous. Unfortunately i only get 30 fps with forcing AA8, pixel density 1.5 and enabled Post Processing (GTX 970).
  8. Blame73

    Blame73 Well-Known Member

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    AA8, 1.5 and PP with a 970 i fear it's a bit too much.
    I would disable PP because
    1) it's still bugged in VR: objects in far distance are sometimes not rendered in both lenses. This led me to suffer nausea after few minutes of playing. Disabling PP solved the problem
    2)eats a lot of fps! what I miss about PP are mainly braking lights, that aren't very visible without PP

    AA4 could be enough with your card, I think

    Also, to improve clarity you can change this parameter in steamapps\assettocorsa\system\cfg\graphics.ini to
    MIP_LOD_BIAS=-1
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  9. RaceRay

    RaceRay Administrator Staff Member SimAxe Beta Tester

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    Thanks @Blame73 i will try this out.

    > it's still bugged in VR: objects in far distance are sometimes not rendered in both lenses.

    I can not confirm that issue on my system (Win7 Pro) but one of my eyes is very bad so maybe i can not recognize it.
  10. Tomsix

    Tomsix Member

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    I'm afraid that that many people might confused or misunderstand the difference between the resolution and pixel density. Just my opinion but I prefer more pixel per inch (Density) instead of higher resolution. When we are seeing a 32inch Full-HD display in a distance of 7 to 8 feet, we will feel great sharpness and clarity. If we go near the display, may be one feet near the display, we may find degradation in the quality of the image (Screen Door Effect)
  11. Javo5

    Javo5 Active Member

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  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  13. Javo5

    Javo5 Active Member

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    From Pimax support: "Our curent prototype is using two HDMI ports, and we're trying move to DP ports for native support"

    Pimax is far from perfect, but at least they try something. I hope this will push HTC and OCULUS to introduce new headsets, since at this CES they did not.
  14. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Already responded here re likely new release developments for Rift and Vive: https://www.xsimulator.net/communit...-4k-200º-fov-headset-at-ces.9532/#post-122058