Google and LG unveil 1443ppi OLED display designed for VR

midian182

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The current generation of virtual reality headsets have been around for a couple of years now, but they still aren’t as popular as many expected. A project unveiled by Google and LG, however, could give both VR and AR a much-needed shot in the arm: a 4.3-inch OLED display that boasts 1443 pixels per inch and a 120Hz refresh rate.

Unveiled at the Display Week 2018 expo, the panel, which has a 4,800 x 3,840 (18MP) resolution and 120 x 96 field of view, is designed to be used in pairs with one screen covering each eye. Google says this is the "world's highest-resolution OLED on glass display panel."

The OLED is certainly an improvement over what current PC-powered VR headsets offer. The HTC Vive’s 3.6-inch screens have a 1080 x 1200 resolution with 448ppi, while the high-end Vive Pro uses 3.5-inch 1440 x 1600 displays at 615ppi. A research paper notes that the upper bound of human vision is 9600 x 9000 and a FOV of 160 x 150.

“The design uses a white OLED with color filter structure for high density pixelization and an n‐type LTPS backplane for faster response time than mobile phone displays,” wrote the researchers.

In addition to featuring a custom driver integrated circuit, the display uses foveated rendering, which only renders what the user is looking at in 4,800 x 3,840 while everything around that point appears in a lower resolution. It also features 150 cd/m2 @ 20% duty brightness, >15,000:1 contrast, and 10-bit color depth.

Google said that while the screens do support 120Hz, the limitations of a mobile SoC might mean that they will run at 75Hz on mobile VR headsets.

It’s unclear exactly how long it will take for the displays to hit the market. But when they do finally arrive, we could see VR and AR become a lot more popular.

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A research paper notes that the upper bound of human vision is 9600 x 9000 and a FOV of 160 x 150.

Not sure how they came up with that. It sounds like the density is a bit above the limit, while FOV is below what it should be. Simple FOV doesn't cover the sense of presence, for which the corner vision is also required, and that's the full 180 degree.

The expression "eyes on the back" refers to our corner-vision ability, and if it is not accounted for inside VR, it will never feel as real, you will not quite see but always feel your view boxed in.
 
A research paper notes that the upper bound of human vision is 9600 x 9000 and a FOV of 160 x 150.

Not sure how they came up with that. It sounds like the density is a bit above the limit, while FOV is below what it should be. Simple FOV doesn't cover the sense of presence, for which the corner vision is also required, and that's the full 180 degree.
Remember that with regards to pixel density the last thing you want to be able to see is individual pixels, especially on angles and curves. You are totally correct about the FOV though, anything less than 220 degrees combined horizontal will not be fully immersive, so hopefully the 160 is per eye.
 
Getting closer... would like to have those panels in my VR headset, but considering the somewhat excessive cost of current gen VR, I think this will be even way more out of the price range that people are willing to pay. Good to see that someone is trying to advance the tech though.
 
Great for VR.
Hope they don't increase the resolutions of smartphones though as you can't even differentiate pixels at 1440p. Don't make battery life any worse.

GearVR needs to die.
 
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