Development of a custom controller to convery DVI or DisplayPort to MIPI would be complex and expensive, and require either an expensive (on the order of £30-40 per chip, due to the high bandwidth required) FPGA/CPLD or enough of a guaranteed run to justify a custom dedicated chip. Unfortunately, while eDP should be relatively easy to interface with being very close to DisplayPort, there is currently no way to connect a MIPI display to anything other than a SoC. MIPI and eDP are emerging as the two connection standards to replace LVDS, MIPI moreso than eDP. I'm not sure they need custom panels, more a custom controller. In the end the current ratio is close enough for 1st gen, but maybe for the second generation. So if you can only see with one eye at a time, therefore making the 16:9 ratio inaccurate for one eye, then at least the display should be as close to 1.17:1 for one eye as possible. So almost the other way around than it currently is.
If it's accurate then each eye's resolution needs to be more like 800圆83. But then wouldn't a 800x800 resolution make more sense? And I'm not sure if with one eye it's perfectly square (or round).Īfter a quick Google search I found this, which says one eye can see at a ratio of 1.17:1 Yes, I realized that may be true after I posted, and then I edit it for more questions. and people like that kind of shape it's in painting architecture the way things a framed etc. Normal tvs are 16:9 because that is close to a phi ratio. the rift would work better with a 2:1 ratio screen so each eye gets a square that could then be warped into circles, you know like your eyes are. PasticheDonkey wrote:i don't think it would help in the way you are thinking. If you can't, and you're only seeing half, then the resolution will have to be adapted to "perfectly" match the eye's viewing space. If you see the whole screen's resolution with it, then that's perfect as old games will be compatible, too. If Oculus Rift is that great, which I think it is, then the "new" games will arrive for it anyway. Someone needs to get the eye science for all of this, as in the end it's probably more important for the games to be "eye-native" than maintain compatibility with the old games. If you only see "half" of it, then you have to find out what's the right resolution ratio for each eye.
#WHAT IS THE PROPER FOV FOR 1920X1080 720P#
If you're seeing the whole resolution, then something like 720p or 1080p makes sense, as you'll see the game as you normally would. How does the image appear when you use the Oculus Rift? Do you see it in 640x800 with both eyes, or the whole 1280x800? I haven't used one and I don't know. 16:9 may only make sense when you see an image with both eyes. As you're basically seeing the game as if it were with one eye, no? Because in that case I think the viewing space is a lot more square than 16:9. However, although this would make games compatible, I'm not sure of the impact on the eye. All games support 1280x720, so Oculus Rift would be compatible with them by default from this point of view. You won't see it at 640x800 like you do now. 2560x720 resolution would mean you'll see the game as it was originally made, at 1280x720, with no modifications.