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Oculus Rift Adds OLED and Tracking

Oculus Rift unveiled a new "Crystal Cove" unit at CES today, with the new version of their Oculus VR headset sporting an upgraded OLED display and newly added positional tracking. There are details on this on Polygon, where they learned that these changes will not greatly increase the cost of the units. "Cost has always been at the crux of the entire Oculus platform, if the hardware is not affordable, it might as well not exist," Nate Mitchell of Oculus told them. "We made sure this is a low-cost solution without sacrificing any quality. This is a top-notch positional tracking system." They have some info on both changes, saying OLED panel has an unusually high refresh rate and the ability to fire an individual pixel "for a fraction of a millisecond and then turning it off and then going black until the next pulse." They also discuss what the positional tracking adds:

One of the demos shown at CES will feature the player sitting across from a fantasy character in Unreal Engine 4, with a table that features a tower defense game resting between you. Positional tracking will allow the player to lean forward and study the board and details of the units. The extra three degrees of movements would also allow players to lean out a virtual window, for instance, in order to look around while still keeping their body in cover.

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62. Re: Oculus Rift Adds OLED and Tracking Jan 9, 2014, 04:15 InBlack
Jensen wrote on Jan 8, 2014, 17:21:
Quboid wrote on Jan 8, 2014, 15:59:
Jensen wrote on Jan 8, 2014, 14:09:
InBlack wrote on Jan 8, 2014, 08:16:
Do the games really have to run at 60 FPS per eye for the Virtual Reality 'trick' to kick in?
Yes, if you don't want the image to smear as you're moving. And it will most likely be 90fps.

See how blurry this moving image is?
On a low persistence display, this image is just as sharp when it is moving as it it when it is still. That means you'll get a double image whenever you miss a frame.

That's refresh rate, not frame rate. If the display could output at 240hz but was only getting 60 FPS, it could repeat each frame 4 times. That's not perfect, but it wouldn't look blurry.


I think? I'm not 100% sure so this is more of a question than a disagreement.
When your eye is tracking an image moving at 960 pixels/second, and the screen displays each frame for 16.7ms, the motion of your eyes adds 16 pixels of blur. With a low-persistence display, each frame is only shown for something like 1ms, and there is darkness until the next refresh. In this case, your eyes only add 1 pixel of motion blur. If the same image is shown twice on a low persistence display because of a low framerate, you'll get a double image. On a full-persistence display, you just get a longer blur.

Blur is caused by the duration that each frame is shown, not the refresh rate.

Here's a really good blog about it from Michael Abrash:

Please correct me if Im wrong but isnt the duration that each frame is shown = to the refresh rate?? I.E. a 60 Hz screen updates the screen sixty times per second. A 120Hz screen updates the screen 120 times per second. etc. etc.

I just read the blog and because the zero persistance displays only show pixels at 2 ms or less (like old CRT monitors) which is why blur or smearing or judder is reduced to low levels at reasonable refresh rates.

This comment was edited on Jan 9, 2014, 04:24.
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