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Light-field displays have not solved anything. They introduced depth at the expense of resolution, and by a huge factor. Even regular VR headsets have huge pixels, the light-field ones are so low resolution, you will wish your 320x240 VGA was back.


If current progress with MicroOLED panels continues, we should expect 5000x5000 displays that are small enough for use in a glasses form factor with light field displays. This will significantly help with the reduced effective resolution.

The next problem will be figuring out how to render 10000x5000 at 120hz in realtime on consumer GPUs. It will definitely require insanely beefy rigs to accomplish.


10000x5000 displays will take decades. That's a factor of 6 compared to 4K. We don't even have graphic cards that can play modern games at 4K / 120Hz, we just got there for 1080p.


> we just got there for 1080p

I've been playing modern games at 1440p 120hz since 2011. We've been at 4K and 5K 120hz-capable (on the GPU-side) for quite a while already as well.

It's hard to imagine not being able to hit >8K 120hz in under 500W once we get GPUs on the 7nm node.

Of course the actual displays aren't here yet, but the compute resources needed aren't out of reach.


I'm talking about modern games, meaning 2016, not 2011. Maybe you can play some lame (graphics wise) game at 4K 120Hz, but not the ones that are actually huge.


I literally said modern games, meaning whatever is the most modern at the time, since 2011, not only at 2011.


You don't necessarily need to render everything at full resolution, just the area the eyes are focused on which you detect with good enough eye tracking.




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