« on: July 16, 2015, 02:53:48 pm »
Defo. the good thing with AR/VR is the starting point is already based on current gen GPU's, so gfx wise we're talking 1280p per eye, full pixel shading aniostropic dof whatever the fuckery. The GFX rendering quality is state of the art. Cracks appear around the viewing angle which, in first gen iteration, is somewhere around the 100-120o mark. What this means is no peripheral vision, kinda like you're looking down a tube.
I've seen it. It's not pretty but, IMO, it's something I can live with. Same as I could live with 8 bit gfx back in manic miner days. The head tracking and the refresh are seamless. 90fps is enough to fool the clunky, 10 million year old gpu I have in my head. The billion year old reptilian modules are convinced they're actually there. I can have fun with this shit.
AR can wait. I dunno enough about how lightfield works other than - "something... something... it pings photons into your eyeballs exactly the same way IRL does..." so I dunno if it suffers from narrow FOV issues but I think it'll make more of a difference with AR because the effect is overlaid on 180o eyeball-vision. So you're seeing picure in picture which is a lot harder to believe than a little tunnel vision.
As a replacement mobile display, coupled with a decent NLP assistant, I'll be an early adopter but I can't see me playing many games on it. Basically just save me the hassle of taking my mobile out my pocket.