Google and LG Unveil World's Highest Resolution OLED Display for Mobile AR and VR

DooKey

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Google and LG have revealed the world's highest resolution OLED display for mobile AR and VR at Display Week 2018. This amazing display sports 1443 PPI, 120Hz refresh rate, in a 4.3-inch 4,800x3,840 prototype panel that offers a wide view of 120x96. This resolution is roughly 3x that of the Vive or Rift. The panel isn't quite ready for primetime, but once they release this commercially it will be a game changer for AR/VR headsets. I can't wait.

For comparison, today’s consumer devices average at 2MP with the HTC Vive featuring a 3.6-inch 1080 x 1200 pixel display per eye, while the Vive Pro steps up to 3.5-inch 1440 x 1600. At 448 and 615 PPI, respectively, both have 90 Hz refresh rates and 110 degree field of views.
 

Nunu

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Wow, hope they figure out a way to avoid burn in for the oled. Otherwise, nice specs.
 

misterbobby

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What paperweight?

And are you claiming that there is no multi-GPU support for VR games, or that it isn't in development, or that it wouldn't be useful?
I'm not sure what you're confused about. How can I make it any more clear that no VR games support SLI or Crossfire. And I really doubt any Developers are going to fool with doing that for dealing with a niche inside of a niche. Plus any issues such as flickering or stuttering would be magnified with the screen literally right in front of your eyes. But hey keep dreaming...
 

IdiotInCharge

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I'm not sure what you're confused about.

Let me requote you for specificity:
so enjoy that paper weight.

Again, what paperweight?

How can I make it any more clear that no VR games support SLI or Crossfire. And I really doubt any Developers are going to fool with doing that for dealing with a niche inside of a niche. Plus any issues such as flickering or stuttering would be magnified with the screen literally right in front of your eyes.

I'm under the impression that there is some support, however, the goal would be to support rendering for each eye concurrently which differs significantly from how multi-GPU is currently used.
 
D

Deleted member 93354

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If I'm not mistaken, this is the offset viewing angle of the panel, which is not the same as a VR headset's field of view. Meaning, you can still see the image if you are looking at it from a 120 degree angle...which doesn't seem all that impressive.

Posting angle view for the display would make ZERO sense as it is strapped to your face. And OLED's are 180x180 viewable as they are surface mounted with the thinnest of coatings. This is field of view for sure.
 
D

Deleted member 93354

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Let me requote you for specificity:


Again, what paperweight?



I'm under the impression that there is some support, however, the goal would be to support rendering for each eye concurrently which differs significantly from how multi-GPU is currently used.

There's page interleaving
Split screen interleaving
and line interleaving SLI types

Each eye getting a gpu would be split screen. (Horizontal split screen) Scaling would be better than typical SLI/Crossfire. Even though each GPU has to be fed twice, there is less issues with memory buffers because the LEFT eye is completely independent of the RIGHT eye as they are both full renders, and not sharing the render space. That means no patch-ups. Just shift the viewing fustrum and re-render. However far as I know NVIDIA and AMD only support Vertical Split Screen even though there is an enum for horizontal split screen load balancing

http://www.nvidia.com/object/slizone_ask_mmm004.html
 
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IdiotInCharge

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Do any working examples or even verbal commitments exist to support this claim?

Do you have Google?

While I realize that I made the claim, I've also been reading about it for the last year at least and had expected it to be common knowledge.
 

misterbobby

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Do you have Google?

While I realize that I made the claim, I've also been reading about it for the last year at least and had expected it to be common knowledge.
Yeah and please update us when there is something more than talk.

My personal opinion is that SLI and Crossfire in their current form will continue to lose more and more support. I think within 3 or 4 years it will be pretty much dead as we move to gpus with mesh type technology. Again though keep hoping and dreaming in the mean time especially for VR. I guess that other gpu could also be used as a doorstop not just a paperweight. ;)
 

Advil

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Well, GPU horsepower aside, if we are simply talking about playing games with low enough requirements to drive at a good FPS this is finally enough resolution to do it well in a VR headset.

So now the question is, can they overcome the last hurdles and make the optics in the headset somehow decent when needing to read text and whatnot.

Or, the heck with it. Can we have this in an AR headset with decent FOV instead?
 
D

Deleted member 93354

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Well, GPU horsepower aside, if we are simply talking about playing games with low enough requirements to drive at a good FPS this is finally enough resolution to do it well in a VR headset.

So now the question is, can they overcome the last hurdles and make the optics in the headset somehow decent when needing to read text and whatnot.

Or, the heck with it. Can we have this in an AR headset with decent FOV instead?

That's the trick. Shrinking oleds isn't that much a problem. Physics with optics though is hard to beat. (Then try to find a GPU to drive it)
 

Stoly

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More than SLI/CrossFire, I'm waiting for single pass stereo and simultaneous multiprojection support. Both (and more) have been promised since Pascal came out.
 

USMCGrunt

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Well, GPU horsepower aside, if we are simply talking about playing games with low enough requirements to drive at a good FPS this is finally enough resolution to do it well in a VR headset.

So now the question is, can they overcome the last hurdles and make the optics in the headset somehow decent when needing to read text and whatnot.

Or, the heck with it. Can we have this in an AR headset with decent FOV instead?
This screen probably has the PPI to make text easily readable. The next two problems is the GPU power to drive a comfortable experience and optics that don't introduce any kind of weird artifacts like the current screens do. I feel like the future is where there are no optics and the screen itself is warped around the user's vision.
 

zkostik

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Google and LG have revealed the world's highest resolution OLED display for mobile AR and VR at Display Week 2018. This amazing display sports 1443 PPI, 120Hz refresh rate, in a 4.3-inch 4,800x3,840 prototype panel that offers a wide view of 120x96. This resolution is roughly 3x that of the Vive or Rift. The panel isn't quite ready for primetime, but once they release this commercially it will be a game changer for AR/VR headsets. I can't wait.

For comparison, today’s consumer devices average at 2MP with the HTC Vive featuring a 3.6-inch 1080 x 1200 pixel display per eye, while the Vive Pro steps up to 3.5-inch 1440 x 1600. At 448 and 615 PPI, respectively, both have 90 Hz refresh rates and 110 degree field of views.

Pretty nice to see them pushing for a higher res in VR, but unfortunately high cost and low contents keep many folks away. It will take an insane video card to drive that kind of resolution at 120Hz and I also wonder what interface is being used as I believe current DP and HDMI don't have this kind of bandwidth...
 

Aix.

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Do you have Google?

While I realize that I made the claim, I've also been reading about it for the last year at least and had expected it to be common knowledge.

Correct, you're making the claim and it seems to be opposite to what everyone knows about SLI/CFX; if it's been common knowledge for a year I'd think you could post a quick link. It would be a nice development if it was real but I'm not going to spend time researching it.
 
D

Deleted member 93354

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Correct, you're making the claim and it seems to be opposite to what everyone knows about SLI/CFX; if it's been common knowledge for a year I'd think you could post a quick link. It would be a nice development if it was real but I'm not going to spend time researching it.
Microsoft, AMD and NVIDIA are still working on it. The problem is it puts more work on the developer and they (the developers) aren't biting.
 

Nytegard

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I know I've been after a high ppi OLED 120 Hz screen for games, but I'll admit, 4.3 inches is even a bit too small for me.
 
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