4K DLP hack for 120 fps -- [for TI 4K projectors]
Posted: 19 Feb 2017, 14:07
Hi guys, I figured I should share this here since this site is all about stuff greater than 60hz:
https://www.shadertoy.com/view/lslcRr
Here's a discussion on AVS regarding my idea to get 120fps in SDR and 96hz in HDR out of these new TI 4K projectors:
http://www.avsforum.com/forum/68-digita ... st50669905
http://www.avsforum.com/forum/68-digita ... st50886217
I believe it might just work based on the fact that they pass the 1 pixel-wide 4K torture test:
You can see these new chips which have 2716 x 1528 native resolution, or 4M pixels, can indeed resolve every pixel in a UHD 2160p source image (8M pixels), by using what's known as "wobulation", i.e. showing 1/2 the pixels at time A and the other half at time B, both within the same frame duration as a standard 60hz frame.
It's similar to an idea I read here on Blurbusters (to give credit where it's due) about using the 3D mode on DLPs to engage 120 fps in 2D using SBS modes. But this is far better because it increases spatio-temporal resolution in both dimensions (space and time).
I also wrote a shadertoy for that here:
https://www.shadertoy.com/view/4sfcR8.
It works on my w1070.
The core of my idea is simply to exploit the fact that the second subframe needn't be sampled at the same time as the first, or even at the same offset.
It also should achieve stereoscopic 3D using VESA LCD-shutter glasses. I will be writing media player classic shaders to show movies on it and it should work even better in games because if you can do 60 fps at UHD then you can maybe do 120 fps at 2.7K (which is exactly half the number of pixels per frame, hence the same workload). Plus if you do it for stereo 3D you can also do VR SLI and single-pass stereo to render both eyes simultenously. Then it's just a matter of compositing the 2160p framebuffer in a similar way as I did in my shadertoy here.
https://www.shadertoy.com/view/lslcRr
Here's a discussion on AVS regarding my idea to get 120fps in SDR and 96hz in HDR out of these new TI 4K projectors:
http://www.avsforum.com/forum/68-digita ... st50669905
http://www.avsforum.com/forum/68-digita ... st50886217
I believe it might just work based on the fact that they pass the 1 pixel-wide 4K torture test:
You can see these new chips which have 2716 x 1528 native resolution, or 4M pixels, can indeed resolve every pixel in a UHD 2160p source image (8M pixels), by using what's known as "wobulation", i.e. showing 1/2 the pixels at time A and the other half at time B, both within the same frame duration as a standard 60hz frame.
It's similar to an idea I read here on Blurbusters (to give credit where it's due) about using the 3D mode on DLPs to engage 120 fps in 2D using SBS modes. But this is far better because it increases spatio-temporal resolution in both dimensions (space and time).
I also wrote a shadertoy for that here:
https://www.shadertoy.com/view/4sfcR8.
It works on my w1070.
The core of my idea is simply to exploit the fact that the second subframe needn't be sampled at the same time as the first, or even at the same offset.
It also should achieve stereoscopic 3D using VESA LCD-shutter glasses. I will be writing media player classic shaders to show movies on it and it should work even better in games because if you can do 60 fps at UHD then you can maybe do 120 fps at 2.7K (which is exactly half the number of pixels per frame, hence the same workload). Plus if you do it for stereo 3D you can also do VR SLI and single-pass stereo to render both eyes simultenously. Then it's just a matter of compositing the 2160p framebuffer in a similar way as I did in my shadertoy here.