Send News. Want a reply? Read this. More in the FAQ.   News Forum - All Forums - Mobile - PDA - RSS Headlines  RSS Headlines   Twitter  Twitter
Customize
User Settings
Styles:
LAN Parties
Upcoming one-time events:

Regularly scheduled events

Report this Comment
Use this form to report the selected comment to the moderators. Reporting should generally be used only if the comment breaks forum rules.

25. Re: Valve on VR Latency Jan 3, 2013, 15:49 eRe4s3r
 
There is a indeed not a huge leap but camera view finders literally run the image through 1:1 you see, what the sensor sees. Unless you want to make fancy see through glasses this technology doesn't really get you anywhere.. apart from having a really good looking display that can do 240hz... obviously OLEDS would be the displays of choice .. but that is not their problem, the source is problem. You need 2x 240fps outputs and it needs to get to the display (meaning, full frame) in less than 4ms

Think for a second how many games you ever seen that ran at 240 fps? Now imagine you need to render 2 at 240fps at the same time. Because you have 2 views (stereo). But physics, particles, all random effects need to be in perfect sync.

Sure there are games that can render stereo but they can't output the 2 streams separately because it's just a camera trick.
 
Avatar 54727
 
 
Subject
  
Optional
Message
 
Login Email   Password Remember Me
If you don't already have a Blue's News user account, you can sign up here.
Forgotten your password? Click here.
 




footer

Blue's News logo