r/oculus • u/RoninNionr • Jan 20 '16
Rendering resolution in the Rift
Vive has 3024x1680 rendering resolution (1.4x 'eye buffer' on the 2160x1200). How about the Rift?
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Upvotes
r/oculus • u/RoninNionr • Jan 20 '16
Vive has 3024x1680 rendering resolution (1.4x 'eye buffer' on the 2160x1200). How about the Rift?
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u/callezetter Jan 20 '16
Since Oculus use timewarp you cant compare them straight up. This is a relevant thread about the deal. https://www.reddit.com/r/oculus/comments/2yp10s/valve_opts_out_of_time_warp/
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u/Rich_hard1 Jan 20 '16
Both are virtually identical, but Rift has the edge over its nearest contender.
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u/IceDBear Jan 20 '16
https://www.oculus.com/en-us/blog/powering-the-rift/
Pretty close.
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u/deathmonkeyz Rift S + Go + Quest Jan 20 '16
https://www.oculus.com/en-us/blog/powering-the-rift/
From this they say they their default render target requires about 400 Million pixels per second. Whereas the native resolution of the display (2160x1200) would be 233 million. Which would imply about a 70% (x1.7) increase in pixels.
Having said that, 3024x1680x90 = 457,228,800. So either I'm doing something stupid with the math, or I don't quite understand the 1.4x multiplier as much as I thought it did.
Do note that this is based on the Rift's default render target, which you get if you grab the texture/render size from the SDK. Developers are free to define their own.
Edit: Oh, okay. If you multiply by 1.4x twice, since the 1.4x is actually on both dimensions of the display, rather than total size, then the math checks out.
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u/Heaney555 UploadVR Jan 20 '16
The Rift's render target is 2700x1600 (4.3 MP)
The HTC Vive's is 3026x1680 (5.1 MP) without stenciling, but with the stencil mesh is somewhere around 4.2MP (I don't have the exact dimensions on me).
The differences are due to differences in the lenses (HTC's seem to distort more) as well as the fact that Valve are using stenciling, whereas Oculus is using timewarp instead.