source: John Carmack on twitter: https://twitter.com/ID_AA_Carmack/statu ... 0344867841G-Sync won't work on any of the display panels Oculus is considering right now, but it will probably be influencing many future panels.
No G-Sync for the Oculus Rift [yet]
No G-Sync for the Oculus Rift [yet]
If anyone was wondering about it.
Monitor: Gigabyte M27Q X
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Re: No G-Sync for the Oculus Rift [yet]
For VR, I think low-persistence is currently WAY more important than GSYNC.Haste wrote:If anyone was wondering about it.source: John Carmack on twitter: https://twitter.com/ID_AA_Carmack/statu ... 0344867841G-Sync won't work on any of the display panels Oculus is considering right now, but it will probably be influencing many future panels.
Head turning while wearing goggles always creates massive motion blur, because head turning always causes panning which is always motion-blurry on high-persistence displays.
Ideally, both is probably more ideal (low-persistence GSYNC), with a strobe-blending algorithm that gradually stops flickering the more the framerate falls towards flicker fusion threshold, which I've written in Strobing on Variable Refresh Rate Displays.
On the topic of Oculus rift today, check this out:
http://www.blurbusters.com/oculus-vr-pr ... duce-blur/
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