To nitpick, it would be "What Might John Carmack Prefer On A Purely Technical Level".
I'm thinking it might be a belt, or a headstrap.
I'm thinking it might be a belt, or a headstrap.
Carmack, who works for Oculus as a designer, and who was hired for PR purposes as well, has this to say:
https://twitter.com/ID_AA_Carmack/status/702561430151639040
he prefers
(2560*1440=)
3686400 RGB pixels, to (4096*2160=)8847360 pentile pixels
So John Carmack himself, prefers RGB pixels, even if the amount is 58% less than the 4K pentile alternative.
Now lets do the math for the upcoming VR devices:
PSVR (1920*1080) 2073600, Vive/Rift (2160*1200=) 2592000. In the PSVR case, the amount of pixels is only 20% less...
So while people might claim a lot of things on the internet, which is their right, i agree, ask yourself:
What would John Carmack prefer?
He says he "might" prefer, not that he "does" Your math for pixels uses wider than 16:9 aspect ratio for 4k. Preferring 1440p RGB over 2160p pentile on a technical level probably isn't only because of their absolute observable quality levels, but also factoring in the render requirements.
You must consider each channel independently. That is the most intuitive way to compare. Pentile is clearly a good idea when it allows a resolution where all three channels are equal or superior to the available rgb alternative. You'll need twice the pixels for that, anything below becomes ambiguous. Anything similar in resolution gives a clear advantage to RGB.
The advantage of pixel pitch on each channel is ambiguous with 1080p rgb versus 1200p pentile (green+12%, red-27%, blue-27%) but the edge goes to rgb in most situations.
iphone 6 is 1334 x 750 and Galaxy S5 is 1920 x 1080...the iPhone 6 is 1704x960 (lcd so its a stripe) vs the amoled s5 2560 x 1440 (diamond pentile)
If the 1.4x render target recommendation is accurate, it means we can assume the optics are also 1.4x magnification in the center. So there would be no advantages from the optics profile.
The efficiency advantages can only be optimizations exclusively possible with PSVR, excluding anything that can be done everywhere, like fixed foveation, hidden mesh area, etc..:
1. External audio processing, unified memory, and low level API would free up the CPU a bit.
2. +25% from lower resolution, but still better IQ compared to pentile 1200p.
3. +50% for most games that are 60->120 (compared to 90 native)
4. +30%??? from fixed hardware and low-level optimization advantages, no idea what this number should be.
-> some say it's 0%
-> Richard Marks reported 60% from middleware devs (context was just "don't assume it's like-for-like")
-> Phil Spencer said XB1 is as fast as a $700 GPU at the same resolution, so that would be +300% for Xbox. (he probably misspoke, bad messaging is the norm for MS)
-> if there's a consensus for some more reasonable number, I'm all ears
That would be around 2.4x for most games (with caveats), and the rest would be 1.6x if they need native 90fps.
Is this making sense?
yes my bad. That's what happens when you post past bed time.iphone 6 is 1334 x 750 and Galaxy S5 is 1920 x 1080...
Are they putting a lot of processing power into the headunit? I really doubt the PS4 is anywhere near powerful enough to pull it off on it's own.
Powerful enough to pull what off, exactly? Clearly it can push games at 60fps which really is all it needs to be doing.Are they putting a lot of processing power into the headunit? I really doubt the PS4 is anywhere near powerful enough to pull it off on it's own.
And only at 1080p x1. 4Powerful enough to pull what off, exactly? Clearly it can push games at 60fps which really is all it needs to be doing.
Uncharted Xtreme ?Btw, I had a dream in which I was playing uncharted using PSVR
Powerful enough to pull what off, exactly? Clearly it can push games at 60fps which really is all it needs to be doing.