May 10, 2018 (Tokyo, Japan) - Japan Display Inc. (JDI) today announced the development of a 3.25-inch 1001ppi low temperature polysilicon (LTPS) TFT LCD specifically-designed for virtual reality (VR) head mount display (HMD) applications. JDI plans to start commercial shipments by the end of March in 2019, and will accelerate the design of even higher resolution displays for VR-HMD applications in the future.
120hz>60fps would be a neat option for all PCVR games, but great for two unique cases (PS2 ports) -
Insane display speculation time
Let's go back to the initial leak from last year with photos
https://uploadvr.com/valve-135-vr-headset-half-life/
Specifically these photos (not embedding because they're massive)
https://i.imgur.com/6yke2mi.jpg
https://i.imgur.com/3uywP0M.jpg
Some of the stickers on the headsets are visible.
While hard to make out it appears to say
Display🗹 BOE ☐ JDI
Both of these are display manufactures and both have similarly spec'd screens available.
https://www.boe.com/en/product/xsqj/xnxs/vr-ar/ (3.5" 2160×2376 @90hz) (106 FoV)
https://www.j-display.com/english/news/2018/20180510.html (3.25" 2160×2432 @120hz also RGB) (no stated FoV)
(https://www.youtube.com/watch?v=cmEecEGJTFk Video of the JDI in action)
Of the two I believe it'll be the JDI they use. I imagine BOE is only being used for testing purposes. First reason I believe they're using JDI over BOE is that the fov is lower on the BOE than the rumored 135. Of course the 135 degree part of the rumor could always be wrong.
Second is that on the JDI page there's a press release stating that it had an expected release date of March 2019. IIRC rumors last year expected an early 2019 launch for Valves HMD so that lines up with this displays release.
Third reason and probably the craziest or hardest to swallow is because of the refresh rate. Having a 120hz refresh rate would give users the option to render their games at 60fps while using reprojection to get 120hz for headtracking exactly like how PSVR does it. I imagine most people won't be able to run these displays at 120 or even 90. Running it at 60 would be a lot more reasonable however and as PSVR has proven 60fps w/ 120 headtracking is a very viable option. There could possibly be a 90hz mode too for those who want the extra smoothness but can't get 120. PSVR also has a 90hz mode so it could work.
I feel crazy typing out this speculation and feel like I'm probably wrong.
Of the two I believe it'll be the JDI they use. I imagine BOE is only being used for testing purposes. First reason I believe they're using JDI over BOE is that the fov is lower on the BOE than the rumored 135. Of course the 135 degree part of the rumor could always be wrong.
[/SPOILER]
While I'm generally excited to see what's what, I'm also kind of bummed that it's "just" VR.
Nothing against it as such, but it's just going to be perpetually out of my price range.
This sounds pretty good, tho I hope they're doing away with Lighthouse stations. I don't want anymore clunky setups when you can have inside out tracking like on Quest/S.
You'll notice the difference of 60fps applied to 120hz - there is a double image effect applied when strobbing/scanning/using low persistence, vs when a LCD panel uses sample and hold (and smears all over the place).Good work, may be speculation but it seems pretty reasonable. 1000 ppi would be great, right? If they do use that 120hz screen that would beat out the upcoming HP headset. 2160x2432 per eye compared to HP's 2160x2160 per eye?
Using reprojection method from 60 to 120 seems sensible, I don't have experience with it on my Rift, how does the experience compare? Targeting 60fps with those resolution specs would keep hardware requirements down, so I could definitely see Valve going that route.
You're right about that. Edited it outI was under the impression that the panel has almost no correlation to FOV and thats totally up to the lenses
VR is very accesible these days. You can pick up a Lenovo Explorer for around $100-150 on ebay and it can run almost any current VR game with very little issue
Yeah that's the same effect I got on PSVR. It's noticable but at the same time a really minor thing and you forget its there unless you bring an object up to your face and move it. I certainly find a lot less distracting than Asynchronous Spacewarp(or is it Timewarp?) on my Rift. When I drop to 45fps on that I get really noticeable artifacts and it's super distracting in menusYou'll notice the difference of 60fps applied to 120hz - there is a double image effect applied when strobbing/scanning/using low persistence, vs when a LCD panel uses sample and hold (and smears all over the place).
http:///Ifod.png
Basically, in order:
30fps@120hz
40fps@120hz
60fps@120hz
120fps@120hz
It's something that you can easily get used to, but native is always better.
120hz low persistence also eliminates a substantial amount of flicker compared to even 90hz. In a headset, the difference is much less pronounced, but on a Lightboost/ULMB monitor such a flicker difference can cause quite a bit of fatigue, at least in my experience. I never used the lower end 100hz Lightboost for that reason, even when I couldn't make the performance requirement for 120hz in games.
We're going to need way higher refresh rate VR displays in the future, 480hz and beyond, etc. There's a big difference between persistence levels when going that high.
In the future, as a compromise measure in power limited scenarios, we could strobe at way higher refresh rates (240hz, 360hz, 480hz ~~~ 960hz) and then have content render at denominations of those refresh rates, with a bunch of interpolation and companion techniques (Display side: black frame insertion [1, 2]; Content side: Motion Smoothing, NVIDIA's AI interpolation) picking up slack to minimize that double imaging.
Yup, agreed. Also agreed on Spacewarp/Timewarp/Motion Smoothing - it isn't my favorite right now either, but it has a lot of potential.Yeah that's the same effect I got on PSVR. It's noticable but at the same time a really minor thing and you forget its there unless you bring an object up to your face and move it. I certainly find a lot less distracting than Asynchronous Spacewarp(or is it Timewarp?) on my Rift. When I drop to 45fps on that I get really noticeable artifacts and it's super distracting in menus
Lighthouse is frankly the least clunky tracking setup out there and the best balance of convenience and tracking functionality. No wires, you just need to stick the stations on the walls in opposite corners of the room or put them somewhere high up roughly around that area, or use a couple of tripods. No fiddling with wires, and you'll never have to touch them ever again outside of eventually replacing the batteries.This sounds pretty good, tho I hope they're doing away with Lighthouse stations. I don't want anymore clunky setups when you can have inside out tracking like on Quest/S.
There aren't a ton of Vive owners. Making high end VR much more confusing and less accessible to the average joe to save a small amount of people money would be a losing strategy, unless they were aiming to be a niche product only the earliest of early adopters would buy.The tagline is 'upgrade your experience', I'm sure they know a ton of Vive owners are going to want to the Index as their upgrade and forcing them to buy unnecessary new lighthouses and controllers to get the headset seems unlikely, and gen1 Lighthouse and Vive controllers will be compatible. I'll be shocked if there isn't a headset only option.
Lighthouse is frankly the least clunky tracking setup out there and the best balance of convenience and tracking functionality. No wires, you just need to stick the stations on the walls in opposite corners of the room or put them somewhere high up roughly around that area, or use a couple of tripods. No fiddling with wires, and you'll never have to touch them ever again outside of eventually replacing the batteries.
Camera-based tracking like the WMR/Quest/S headsets is okay, but I would frankly take that damn near flawless tracking in exchange for the slight hit in convenience, the limitations of camera tracking are simply not worth it. The only reason I have a WMR headset is because it came free with my laptop.
Lighthouse is frankly the least clunky tracking setup out there and the best balance of convenience and tracking functionality. No wires, you just need to stick the stations on the walls in opposite corners of the room or put them somewhere high up roughly around that area, or use a couple of tripods. No fiddling with wires, and you'll never have to touch them ever again outside of eventually replacing the batteries.
Camera-based tracking like the WMR/Quest/S headsets is okay, but I would frankly take that damn near flawless tracking in exchange for the slight hit in convenience, the limitations of camera tracking are simply not worth it. The only reason I have a WMR headset is because it came free with my laptop.
Multiple skus could happen.There aren't a ton of Vive owners. Making high end VR much more confusing and less accessible to the average joe to save a small amount of people money would be a losing strategy, unless they were aiming to be a niche product only the earliest of early adopters would buy.
I'd be surprised if you couldn't buy the headset without at least the base stations. They're backward/forward compatible for a reason. The controllers are backward/forward compatible for a reason too. Valve wanted you to be able to upgrade piecemeal at your own pace. If we were talking about HTC here, I could see more forced bundling, but I don't think Valve is as concerned with gouging their fan base. I could maybe see them forcibly bundling Knuckles with the headset to push the adoption of them but, since they're almost assuredly going to offer those separate, I could see them offering the HMD by itself even.There aren't a ton of Vive owners. Making high end VR much more confusing and less accessible to the average joe to save a small amount of people money would be a losing strategy, unless they were aiming to be a niche product only the earliest of early adopters would buy.
I don't see any reason why he'd lie about this:
I highly doubt the HLVR game would be shelved, they know that one is gonna draw the most people. But you're right that doesn't necessarily mean there will be a game announcement coinciding with the headset reveal. Now the Boneworks game being developed by Stress Level Zero...I can see that being fully revealed.
Do you honestly think Gabe would just come out and say "yeah we stopped working on one of those games" in an email?
The panel size is the only thing that correlates with FoV.I was under the impression that the panel has almost no correlation to FOV and thats totally up to the lenses
So was Oculus, but Rift S doesn't have it.This is basically guaranteed, Valve was listed by name on the initial founding PR sheets for VirtualLink last year.
There might not be a ton compared to the total human population, but we make up nearly 50% of PCVR's current installed base. If you're calling Index "high-end," then why would Average Joe even be looking at it? And what's the worst they'll think? That Valve's a good guy for having the foresight to build a VR hardware platform where gamers can upgrade components at their own pace?There aren't a ton of Vive owners. Making high end VR much more confusing and less accessible to the average joe to save a small amount of people money would be a losing strategy, unless they were aiming to be a niche product only the earliest of early adopters would buy.
Can't FOV also be increased by increasing the magnification factor and size of the lenses?
True, also the feeling of physically holding the card and looking at it from different angles would be great.You jest but card games in VR would be ace. Would help simulate the social aspect of playing in real life
It can, but only to a point, and at the cost of more potential for optics-related artifacts.Can't FOV also be increased by increasing the magnification factor and size of the lenses?
You jest but card games in VR would be ace. Would help simulate the social aspect of playing in real life
Thats a piston of an old STEAM POWERED machine....
I'm just saying, this is basic PR and Gabe has done the same song and dance plenty of times before. Half-Life 2 was still on track for a September 30, 2003 release a week prior, per Gabe. Source 2 is definitely still coming. Ricochet 2 continues to be worked on, etc. Having some reasonable doubt over Gabe's statements is par for the course these days if you ask me. With Valve Time in full effect, even if they're not facing any development difficulties these games they're working on aren't likely to even be ready to be showed to the public yet.I don't think he would have replied at all if that was the case. Gabe Newell doesn't reply to every email he gets, I've sent him some before and gotten nothing back. It's much more likely to believe he's telling the truth, than to believe he lied when he could have simply just not responded at all. You are seeing what you want to see.
Two profiles of plano-convex lenses, and one viewed directly, would be my guess.
Two profiles of plano-convex lenses, and one viewed directly, would be my guess.
The name "Index" would be referring to refractive index.
https://www.youtube.com/watch?v=ESfSG2OlQYQ
Strongly disagree. It's the second worst system in terms of clunkiness and convenience, just marginally better than that of the original Rift. This is only a 'slight' hit in convenience if you only use your gear in dedicated VR rooms.
Bit misleading to do your comparison with the WMR headsets when those are 1st gen inside out tracking systems with just two cameras. Rift S and Oculus Quest use more cameras to deliver solid HMD and Controller tracking, and it's a very portable solution vs hunting down power sockets and mount locations or tripod stands for lighthouse boxes.
I CRACKED THE CODE.
Somebody designed this for $1,000,000
I want to say this logo has something to do with visiting worlds beyond our own but I dont really believe that.
I agree, but for more mainstream appeal I hope they can support both for little extra costLighthouse is frankly the least clunky tracking setup out there and the best balance of convenience and tracking functionality. No wires, you just need to stick the stations on the walls in opposite corners of the room or put them somewhere high up roughly around that area, or use a couple of tripods. No fiddling with wires, and you'll never have to touch them ever again outside of eventually replacing the batteries.
Camera-based tracking like the WMR/Quest/S headsets is okay, but I would frankly take that damn near flawless tracking in exchange for the slight hit in convenience, the limitations of camera tracking are simply not worth it. The only reason I have a WMR headset is because it came free with my laptop.
There are exactly as many wires as with Oculus Rift, one per sensor - instead of the Rift sensor's USB cable, each lighthouse requires a power cable. And Rift is the same, "you'll never have to touch them again" (dunno what you are talking about with batteries). What's a bit more difficult about Rift sensors is the fact that the wires must plug into the computer, so the one in back has to be routed around the room, while the Vive lighthouses only need the wires routed to the nearest power outlet.Lighthouse is frankly the least clunky tracking setup out there and the best balance of convenience and tracking functionality. No wires, you just need to stick the stations on the walls in opposite corners of the room or put them somewhere high up roughly around that area, or use a couple of tripods. No fiddling with wires, and you'll never have to touch them ever again outside of eventually replacing the batteries.
Camera-based tracking like the WMR/Quest/S headsets is okay, but I would frankly take that damn near flawless tracking in exchange for the slight hit in convenience, the limitations of camera tracking are simply not worth it. The only reason I have a WMR headset is because it came free with my laptop.
I am increasingly convinced that "May 2019" isn't the month where this headset ships, just the month when they reveal what it is, how much it costs and when it will ship. Based on nothing, I'm going to guess... late october.
Yea, this seems most likely to me as well. This pre-announcement was clearly as a counter-measure against the Quest and Rift S.