But he is right, it's the rolling shutter effect. And oculus is supposed to be using a custom oled screen which switch all pixels at the same time, for the cost of a little more average latency. This takes care of the rolling effect. The faster the refresh, the less visible it will be though, as he was talking about 60 which was unacceptable with quick head movements. The lcd is so slow that it smears the image which masks the effect.
Nobody said to have noticed this kind of artifacts on psvr, so either they also have the same technique, or it's fast enough not to matter.
Carmack is very knowledgeable and honest in his technical presentations, when he says something is a problem, it is a problem, and everything he says applies to all competitors. (I wouldn't say the same of Luckey but I digress)
Nobody said to have noticed this kind of artifacts on psvr, so either they also have the same technique, or it's fast enough not to matter.
Carmack is very knowledgeable and honest in his technical presentations, when he says something is a problem, it is a problem, and everything he says applies to all competitors. (I wouldn't say the same of Luckey but I digress)