Oculus ( Rift ) Crystal Cove Protoype - First Impressions
3 / 3
Worst thing about the OR is that i can't understand why there's no ETA even for the 2nd dev kit, its quite obvious that almost everything is in place now, positional tracking, blur, latency, probably higher resolution is the only thing left, but that won't affect much on the dev side, so feature wise I don't see what's holding them from a 2nd dev kit release date.
Worst thing about the OR is that i can't understand why there's no ETA even for the 2nd dev kit, its quite obvious that almost everything is in place now, positional tracking, blur, latency, probably higher resolution is the only thing left, but that won't affect much on the dev side, so feature wise I don't see what's holding them from a 2nd dev kit release date.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
[quote="Conan481"][quote="bo3b"]Easily the most impressive thing to me about CrystalCove is that they solved the 'smearing' motion blur problem. I earlier said that seemed like the hardest technical challenge they faced, since none of the current off-the-shelf displays work properly to solve this.
That was before $75M in capital, and that puts them into the big leagues in terms of making their own designs, maybe even their own screens.
Their solution is really clever- they mostly turn the pixels off to black. Apparently with some custom hardware, rather than keep an LCD pixel on whatever it last was for a full frame, they kill it quickly, so it's only showing data for about 2ms instead of a full 16ms. That apparently has the effect of seeing black while you move your head, which your brain/eyes don't object to like they do a stale pixel.
Super impressive. Really looking forward to their next prototype.[/quote]
Super excited they went with OLED displays. Can you imagine space (dark) games or games like outlast with infinite contrast ratio! OMFG!
It's not just the OLED that negated the smear. They are using black frame insertion as well to get CRT like motion. You can see this in one of the new demo videos where they can toggle the smear on and off with the new crystal cove. Black frame insertion gets rid of the sample and hold effect that all persistent (always on) displays including OLED have. I wonder if they will have a slight flicker because of this? OLEDs are MUCH faster then LCD but still suffer from the sample and hold effect.[/quote]
(Perceptible) Flicker from this method is all related to the framerate.
Back in their LCD days, they used to talk of needing 80 - 90hz to get magical motion.
But since they're just pulsing the image now, and only said they were using a high hz OLED monitor, I really do wonder what refresh rate they were using. Was it high or really high?
Considering I didn't see a single site mention flicker, I'm guessing it was refreshing at at least 100hz. Something like 85hz would have still bothered a sizeable portion with the strobing. So I'm almost a little scared to know what refresh rate they were rendering at. Hopefully it can be done at 100 - 120hz. Because the higher it gets, obviously, the more difficult it is to drive.
EDIT:
Speaking of which, here's a video of HipHopGamer:
http://www.youtube.com/watch?v=3Gs8iy6AdD8&feature=youtu.be
LOL. He asks if it can be done at 30fps, or if 60fps is mandatory. And Lucky has to break console gamer hearts and say that 60fps is the absolute bare minimum and that Crystal Cove is running at a "significantly" higher framerate.
Not surprising from a motion fluidity POV, but I'm sure minimums have been increased even further to eliminate perceived flicker. It's going to be interesting to find out what the actual number of Crystal Cove is.
bo3b said:Easily the most impressive thing to me about CrystalCove is that they solved the 'smearing' motion blur problem. I earlier said that seemed like the hardest technical challenge they faced, since none of the current off-the-shelf displays work properly to solve this.
That was before $75M in capital, and that puts them into the big leagues in terms of making their own designs, maybe even their own screens.
Their solution is really clever- they mostly turn the pixels off to black. Apparently with some custom hardware, rather than keep an LCD pixel on whatever it last was for a full frame, they kill it quickly, so it's only showing data for about 2ms instead of a full 16ms. That apparently has the effect of seeing black while you move your head, which your brain/eyes don't object to like they do a stale pixel.
Super impressive. Really looking forward to their next prototype.
Super excited they went with OLED displays. Can you imagine space (dark) games or games like outlast with infinite contrast ratio! OMFG!
It's not just the OLED that negated the smear. They are using black frame insertion as well to get CRT like motion. You can see this in one of the new demo videos where they can toggle the smear on and off with the new crystal cove. Black frame insertion gets rid of the sample and hold effect that all persistent (always on) displays including OLED have. I wonder if they will have a slight flicker because of this? OLEDs are MUCH faster then LCD but still suffer from the sample and hold effect.
(Perceptible) Flicker from this method is all related to the framerate.
Back in their LCD days, they used to talk of needing 80 - 90hz to get magical motion.
But since they're just pulsing the image now, and only said they were using a high hz OLED monitor, I really do wonder what refresh rate they were using. Was it high or really high?
Considering I didn't see a single site mention flicker, I'm guessing it was refreshing at at least 100hz. Something like 85hz would have still bothered a sizeable portion with the strobing. So I'm almost a little scared to know what refresh rate they were rendering at. Hopefully it can be done at 100 - 120hz. Because the higher it gets, obviously, the more difficult it is to drive.
EDIT:
Speaking of which, here's a video of HipHopGamer:
;feature=youtu.be
LOL. He asks if it can be done at 30fps, or if 60fps is mandatory. And Lucky has to break console gamer hearts and say that 60fps is the absolute bare minimum and that Crystal Cove is running at a "significantly" higher framerate.
Not surprising from a motion fluidity POV, but I'm sure minimums have been increased even further to eliminate perceived flicker. It's going to be interesting to find out what the actual number of Crystal Cove is.
I just heard that Carmack was at the Nvidia Gsync launch event and introduced the technology.
Carmack, who is now one of the big wigs at Oculus.
Hmm...
No. The rift uses a distorted side-by-side display that has nothing to do with 3d vision, and g-sync is a proprietary nVidia technology that also has nothing to do with the rift.
No. The rift uses a distorted side-by-side display that has nothing to do with 3d vision, and g-sync is a proprietary nVidia technology that also has nothing to do with the rift.
All hail 3d modders DHR, MasterOtaku, Losti, Necropants, Helifax, bo3b, mike_ar69, Flugan, DarkStarSword, 4everAwake, 3d4dd and so many more helping to keep the 3d dream alive, find their 3d fixes at http://helixmod.blogspot.com/ Also check my site for spanish VR and mobile gaming news: www.gamermovil.com
(Perceptible) Flicker from this method is all related to the framerate.
Back in their LCD days, they used to talk of needing 80 - 90hz to get magical motion.
But since they're just pulsing the image now, and only said they were using a high hz OLED monitor, I really do wonder what refresh rate they were using. Was it high or really high?
Considering I didn't see a single site mention flicker, I'm guessing it was refreshing at at least 100hz. Something like 85hz would have still bothered a sizeable portion with the strobing. So I'm almost a little scared to know what refresh rate they were rendering at. Hopefully it can be done at 100 - 120hz. Because the higher it gets, obviously, the more difficult it is to drive.
EDIT:
Speaking of which, here's a video of HipHopGamer:
;feature=youtu.be
LOL. He asks if it can be done at 30fps, or if 60fps is mandatory. And Lucky has to break console gamer hearts and say that 60fps is the absolute bare minimum and that Crystal Cove is running at a "significantly" higher framerate.
Not surprising from a motion fluidity POV, but I'm sure minimums have been increased even further to eliminate perceived flicker. It's going to be interesting to find out what the actual number of Crystal Cove is.
Carmack, who is now one of the big wigs at Oculus.
Hmm...