I think 4k samsung phone screens will be out by next year so could have 4k VR headsets and Volta. Sounds good to me.
![Big Grin :D :D](/styles/default/xenforo/vbSmilies/Normal/biggrin.gif)
oh as long as it does not cost £1000 for a 1180 by then.
I wish they would get the 4K VR headsets out. Whilst I really enjoy my Rift, I can't help but think what the future will bring and I want that now.
What really matters for VR screens is the PPI they can be manufactured at, and the ability to run at 90+ Hz and low persistence.
Both headsets use a custom size/shape screen, so just having 4K phone screens available isn't enough in of itself.
The current headsets are 463 PPI. So assuming Samsung made a 4K screen the same size as the Galaxy S7 edge, that would be 801 PPI.
Assuming that was the best they could do, that would then mean they could manage a maximum of 3736x2076 (1868x2076 per eye) at the same FOV as the current headsets.
They could also increase the FOV and do something like 4484x2491. That would be 120 degrees vs the current 100. However the resolution (as in fine detail) would remain the same, ~3x the current.
Being able to drive 4K at the hz needed for VR is unlikely with the slowdown in progress now. Pascal/Polaris were supposed to be twice as fast as they ended up being and NV have no reason to put out any major uplifts now that they know AMD are pretty much finished.
No?
They're pretty much spot on where they're meant to be. Remember 16nm/14nm is 1 node from 28nm, not 2 (because it's actually 20nm finfet). So you should only expect 2x the performance per mm2. And that's exactly what Pascal and Polaris deliver.
Additionally a GTX 1070 (or 980 Ti) could run a 4K VR headset right now. The headsets already use 1.4x supersampling as standard (anything you do over '1.0x' is actually over 1.4x). So any card that can run 1.5x supersampling in SteamVR is actually rendering at 4536x2520. And, barring something very fancy with everything turned up to full (like Elite dangerous), both those cards can run 1.5x supersampling today. AND that's without Nvidia's simultaneous reprojection, OR full foveated rendering.
The ability to jump to ~5K VR screens should actually be very fast. It'll be going on from there that'll be the tricky part.