falcon_120 Posted June 4, 2018 Posted June 4, 2018 If i understand it right with better native (physical) resolution will we have a much lower need for post processing such as PD, MSA, AF, etc... to read properly gauges and see everything sharply. Is that so? I think for example in the new Pimax 8k and such devices PD: obviusly i do not take into account that game requirement will keep getting higher based on new features, so i mean the hypothetical situation where everythings stays the same. Enviado desde mi SM-G950F mediante Tapatalk
frogger Posted June 4, 2018 Posted June 4, 2018 i got the pimax 4k for 2 main reasons . firstly the price and secondly the fact it had lower system requirements. even on my low end pc with PD at 1.0 i can read gauges quite well. where as if i had an oculus id likely not be able to use it.
dburne Posted June 4, 2018 Posted June 4, 2018 There is no getting around having to pay the piper for higher resolution , whether it is native or through SS. I know Oculus is working on some very neat stuff, some of which may make it into their next gen product. Foveated rendering, eye tracking , vari-focal lenses. These should help in the performance dept. Don B EVGA Z390 Dark MB | i9 9900k CPU @ 5.1 GHz | Gigabyte 4090 OC | 64 GB Corsair Vengeance 3200 MHz CL16 | Corsair H150i Pro Cooler |Virpil CM3 Stick w/ Alpha Prime Grip 200mm ext| Virpil CM3 Throttle | VPC Rotor TCS Base w/ Alpha-L Grip| Point Control V2|Varjo Aero|
lemoen Posted June 4, 2018 Posted June 4, 2018 In short, all else being equal: smaller pixels -> Less AA needed -> less GPU more pixels -> More GPU and RAM foveated rendering (eyetracking) -> more CPU, less GPU, ram Next Gen is going to have more pixels and smaller pixels. If the resolution doubles (4x pixels), we'll need 4x the processing power if everything else stays the same, however, with eye tracking and foveated rendering you'll gain a factor of x2-x3 back ito performance under ideal situations, you will pay for this by using more CPU (to run the eye tracking and the foveated rendering stuff). That said, I strongly doubt that even a doubling of resolution up from our current Rift/Vive standard will allow us to get flat panel fidelity in VR. You will still need AA to get rid of jaggies at 2k per eye. However, it will be immensely better than what we have today. Now, DCS. DCS in general is heavily bottlenecked by CPU as it stands. Most of us today cannot get VR to run at 90 fps (except under special circumstances), even with a 1080ti which is the fastest GPU available. Basically, unless ED does something about the CPU load (Vulcan?), next gen VR will only give us better resolution but poorer performance.
Greyman Posted June 4, 2018 Posted June 4, 2018 hopefully, the next generation headsets will have eye tracking and foveated rendering, as already mentioned, which will effectively make the headset work like human eyes, in that they will only need to render the "sweet spot" in the highest resolution and a reduced resolution for the rest of the scene. This should, theoretically at least, reduce the demands on the headset, allowing some really sharp images, just where you need it. you'll just need to be careful when viewing VR porn, as the computer will know exactly where you are looking ;)
pimp Posted June 5, 2018 Posted June 5, 2018 I'm hoping DCS gets popular enough for these companies to test/benchmark their hardware with it. If they only knew the potential DCS & their products have, the sky's the limit. i9 14900k @5.6GHz NZXT Kraken |Asus ROG Strix Z790 A-Gaming | Samsung NVMe m.2 990 Pro 2TB | 64GB DDR5 6400MHz EVGA RTX 3090 FTW3 Ultra | PiMAX CRYSTAL LIGHT | HOTAS Warthog | Saitek Flight Pedals
Insonia Posted June 5, 2018 Posted June 5, 2018 From headset hardware aspect. It wont. Its all about graphic chip&driver. Render API. VR SDK. Game engine. Thats the key drives any kind of monitors. People must find a way to optimized from lower level.
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