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MTBS3D RT @tifcagroup: Enabling Breakthrough Innovations in the #ClienttoCloud Revolution. https://t.co/dglxcxLO3D
MTBS3D RT @tifcagroup: TIFCA’s Client-to-Cloud Vision document has been published. We are meeting during #SIGGRAPH2019 to jointly address the cont…
MTBS3D It’s been a major boon for the Client-to-Cloud Revolution at #E3. #E32019 #E319 #GoogleStadia #BethesdaE3https://t.co/IqIrR81D8o
MTBS3D RT @IfcSummit: Sixth International Future Computing Summit Moves to Silicon Valley November 5-6, 2019. Open Call for Visionary Speakers and…
MTBS3D RT @GetImmersed: We’re moving to Silicon Valley! @IfcSummit November 5 & 6, 2019 at the Computer History Museum in Mountain View, CA. Call…
MTBS3D Julien Le Corre, Lead Developer at @InnerspaceVR , talked about their latest #VR escape room title The Corsair's Cu… https://t.co/uuOT6SG0NA
MTBS3D As fun as Arizona Sunshine is in traditional #VR, @Vertigo_Games took it up a notch by transforming it into a locat… https://t.co/YkGpv2wLMM
MTBS3D .@OfficialGDC would not be complete without visiting SVVR's annual #VR Mixer! In today's interview, we catch up wi… https://t.co/hibivrbYdq
MTBS3D Spencer Jackson, Software Engineer at @NordicTrack, talks about their latest iFit #VR Bike paired with an #HTCVivehttps://t.co/5b2uD9Hoa9
MTBS3D William Provancher is the CEO of @TacticalHaptics. He demonstrated their latest haptics controllers for us in this… https://t.co/Ir1Cog8bRI
MTBS3D Gaspar Ferreiro is the CEO of Project Ghost Studios. In this interview, he talks about their new Project Ghost dem… https://t.co/T2xz1VdtGI
MTBS3D .@EpicGames had loads of news to share at @OfficialGDC. Marc Petit is the General Manager of #Epic's @UnrealEnginehttps://t.co/CnqpGAB2f4
MTBS3D Chris Hook, Graphics & Visual Technologies Marketing Chief for @intel spoke to us during @OfficialGDC. We talked ab… https://t.co/ji6AKJpfwM
MTBS3D We interviewed @networknextinc at #GDC2019. They are in the business of ensuring the best connectivity and lowest l… https://t.co/87b06uMAm7

Oculus Goes 1080 at E3; More to do?

NO!  This wasn't shown at E3!!!
Our friends at The Verge managed to get their hands on a new 1080P Oculus Rift protoype at E3!  With a resolution of 960 X 1080 pixels per eye, the new optics solve the "screen door" effect caused by the low resolution of its predecessor.  Getting the prototype together was a rush job because according to Oculus, they only got things working shortly before E3.  So while this is likely a precursor of things to come, this reveal appears to be more of a "look what we can do" rather than an announcement of a new SDK around the bend.

This is definitely a step in the right direction, though we don't yet know if the refresh rate is also improved because they are still using mobile display panels.  If the motion blur hasn't been solved (and we don't know if it has or hasn't yet), the solution is going to be finding high refresh rate panels in a mobile form factor.  We are just taking an educated guess, but this could be more challenging than just increasing resolution.  Why?

Mid to large screen display panels are easy because the 3D industry created a standardized demand for 120Hz units in TVs and monitors so they can work with shutter glasses.  In contrast, the mobile industry was never faced with the goal of working with shutter glasses, so the demand to create panels capable of really low latency was never there until now.  Does Oculus have the leverage they need to affordably get the right display specs?  Is it a small leap to get the 120Hz panels in smaller form factors?  We'll have to wait and see.

Until then, we too are looking forward to throwing fireballs in HD VR quality!