Is it yours?
Is it yours?
No the screen is cheap, diamond pentile is cheap, you obviously don't have a clue on how it works, given you thinking there could be a possibility of the screens being more expensive that PSVR. look up diamond pentile and why it sucks for VR displays or any sub 500dpi screen in general.
The only way their screens are more expensive is if they were custom
produced (which they are not: given more that 33% of both screen surfaces are unused), in extremely low volumes, where the custom PSVR would be produced in really high volumes. Only then could they be more expensive.
You are asking yourself wether sapphire or regular glass in a watch is more expensive
In theory, all the high-end VR screens should require a custom production run from existing fabs.
Higher optical resolution, better image quality, no horrible diamond pentile screen door, better comfort, better cable management, and so on: and that is just the helmet itself.
....but boy do they need to ditch the cheap screens and design
Well, from a design perspective you only need to look at the devices to see that the Vive and the OR have a cheaper look.Where are you getting this from? Nothing I've seen to date supports any of this.
You need to calm down.If you look up what diamond pentile means; and realise that VR optics blow up / zoom in on the screen; you understand why pentile has a lower resolution, and more/ a worst screen door effect because there is a actually a lot of black between all subpixels, whereas the custom PSVR display actually the largest possible subpixel/pixelgrid ratio.
Carmack is agreeing with me here:
https://twitter.com/ID_AA_Carmack/status/702561430151639040
And Carmack is a hired PR person for oculus. Now take into account the difference between 4k and 2560 is less than the difference between PSVR and rift/vive, and you understand why PSVR has superior optics.
Simple math; because diamond pentile uses fake pixels with rainbow artefacts on both sides, you only have about 66% of the advertised 'fake' resolution, this means the vertical resolution of the VIVE and Rift are not 1200 pixels, but rather 800 pixels. Wheras the supposed lower PSVR vertical resolution of 1080pixels is actually exactly that; 1080 pixels
now for the most hilarious part; with Vive/Rift you need to render at 3000*1700 combat the diamond pentile artefacts, and even then, you would achieve a worse quality (more black space between pixels/ rainbow artefacts/etc) then PSVR 1920*1080, and you would still only be able to physically resolve 1500*800 pixels...
Only because both rift and vive cheaped out on the displays...
Most reports are putting oculus and PSVR relatively on par in terms of optical and screen quality. Where did you hear that oclulus is pentile?
The higher resolution of the render target has nothing to do with pentile. It's to reach the true resoluton of the optical center after warping the image, which PSVR also needs to.
Sorry, but... really? does this mean that I can upgrade my full HD tv to 4K if I send a 3840 x 2160 image to my 1920 x 1080 HDTV???It's to reach the true resoluton of the optical center after warping the image, which PSVR also needs to.