Why VR Image is Bad? Which VR goggles have the best resolution? Why do people write that PlayStation VR beats in sense of resolution with Vive, the Gear VR on his head. Though, that after the resolution is significantly less? Here are some interiors of virtual reality imaging.
Let's start from the beginning, so there is no misunderstanding about the definition of virtual reality. We will use several terms here:
- Resolution - this is the number of pixels horizontally and vertically. Which processes and displays the graphics driver (matrix display). This term we all know even in the games where we have to often reduced it to function smoothly. This is the number of pixels for processing in graphics processing unit (GPU). Such an image produced on the computer is displayed on the monitor. which also has its own resolution - the so-called as native resolution.
- Pixel - Pixel is the smallest unit of the image you can put forward to the display graphics card. The problem is from the perspective of the monitor. Which displays the pixel, the pixel is not the smallest unit of an image. The shredded into smaller "atoms" which is called subpixels. Computer side have nothing to do with it and not know and does not participate in the processing of pixel and sub-pixels. This happens on the side of the monitor, or the display side.
- Subpixel - component pixel, allowing the formation of millions or even billions of colors by using the specificity of the physics of light. Namely the fact that each color existing in nature can be obtained by mixing only the three color components: red, blue and green (RGB ). It is several types of arrangement of sub-pixels in the pixel area. Popular geometries are: RGGB, PenTile, Bayer, Quattron and several others.
- SDE (Screen Door Effect) - the so-called effect. grid window (or door). It is the result of the display sub-pixels and their mutual distance (dark space between them). This is exactly the effect that you see when a magnifying glass come closer to any monitor.
Now we can talk, what the problem is. The most tiring and annoying phenomenon in VR is the result of SDE. It is much more serious than said resolution of VR Image.
Most people seeing subpixels confuse them with pixels and calls into question the resolution. Even claims that the resolution of today's VR is too small and you have to wait until the computers send graphics in 4K. This is not entirely true.
Indeed, the image VR quality will be much better at 4K. But it will also be improved with today's resolution and the lack of visible subpixels.
Why Green Pixels are not effected?
Today Oculus Rift and HTC Vive use displays with hybrid geometry so called as PenTile. It is invented specifically for smartphones, allowing space to pack the number of pixels on a 1 inch (high density). But using some tricks, both in the design and production technology this technology works great. This is a compromise to produce such screens much cheaper and at the same time get a reasonably good picture quality of VR Image.
Moreover, the reduced size of the green sub-pixel (has a much smaller surface area). Which on the other hand, enhances the color quality, but increases the gap between the subpixels. Why green pixels are smaller? Because the human eye light spectrum is much more sensitive. So there is no need to visualize them with as compared to much energy needed for a blue, or red subpixel in VR Image.
Therefore, the visibility of sub-pixels is directly dependent on what color is displayed on the screen (sub-pixels are involved in color to varying degrees).
VR is the analogy of a magnifying glass. Small screen using optics is scaled to 100 degrees of our vision. Manufacturers are struggling with them in various ways, for better and worse results of VR Image.
At the moment, the best in this respect falls for Oculus Rift. Its hybrid optics (Fresnel lens with classical) most effectively reduces symptoms PenTile sub-pixel. In second place that is the Sony PlayStation VR, but do not say this with great conviction. I will confirm the verdict at the moment as I have PSVR in the house next door and Rift, Vive VR Image.
VR Image PSVR Is Best?
Regardless of whether PSVR here is the best or not, the effect certainly is surprisingly good. Because as you can see, I have a problem with specifying this parameter. I think even that many people can not even see the sub-pixels in PSVR, just as it happens in Oculus.
I hope that now we will not confuse these parameters. Not again, and not two, read it in PS resolution is better than the other headset.
And at the end of my subjective list of visibility SDE (scale from 1 (most visible) to 10 (SDE least visible):
- Oculus Rift DK1 - 2
- Oculus Rift DK2 - 4
- Gear VR - 6
- HTC Vive - 7
- Oculus Rift CV1 - 9
- PlayStation VR - 9 (maybe 10, I have yet to see it)
Note: the same SDE is just one of the parameters of image quality in VR. It is essential that there are many other such as: field of sharp vision, resolution, contrast, response time, etc.