But what decides which colours need to be displayed within the pixel? Not the gpuNo. 1080xrgb is a display type. The game outputs 1920x1080 pixels regardless of display. The display then turns that into little dots of light to create a visible image. 1080p Pentile and 1080p rgb are taking the same resolution from the game and drawing it in different ways, RGB having more fidelity for the same display resolution.
But what decides which colours need to be displayed within the pixel? Not the gpu
It's part of the display circuitry. The gpu still needs to render full rgb pixels.But what decides which colours need to be displayed within the pixel? Not the gpu
Does it require more GPU power than regular 1080p?
Morpheus will have 6,220,800 sub-pixels & Vive will have 5,184,000 sub-pixels.
I have never had this problem with the PlayStation Move. but from what I gathered it was the magnetometer that was causing some drifting so I'm guessing that it was because some people didn't calibrate the controller in the XMB menu or didn't do it correctly. on PS4 it seems that they are no longer using the magnetometer because they have the stereo vision camera now.
commenters on ars said that morpheus may be using OLED with tighter "gap" between pixel and bigger pixel size. Thus decreasing the screen door effect although only runs 1080p.
Morpheus will have 6,220,800 sub-pixels & Vive will have 5,184,000 sub-pixels.