No G-Sync for the Oculus Rift [yet]

Talk about NVIDIA G-SYNC, a variable refresh rate (VRR) technology. G-SYNC eliminates stutters, tearing, and reduces input lag. List of G-SYNC Monitors.
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Haste
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No G-Sync for the Oculus Rift [yet]

Post by Haste » 24 Jan 2014, 14:56

If anyone was wondering about it.
G-Sync won't work on any of the display panels Oculus is considering right now, but it will probably be influencing many future panels.
source: John Carmack on twitter: https://twitter.com/ID_AA_Carmack/statu ... 0344867841
Monitor: Gigabyte M27Q X

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Chief Blur Buster
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Re: No G-Sync for the Oculus Rift [yet]

Post by Chief Blur Buster » 24 Jan 2014, 15:29

Haste wrote:If anyone was wondering about it.
G-Sync won't work on any of the display panels Oculus is considering right now, but it will probably be influencing many future panels.
source: John Carmack on twitter: https://twitter.com/ID_AA_Carmack/statu ... 0344867841
For VR, I think low-persistence is currently WAY more important than GSYNC.
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/
Head of Blur Busters - BlurBusters.com | TestUFO.com | Follow @BlurBusters on Twitter

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