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No G-Sync for the Oculus Rift [yet]

Posted: 24 Jan 2014, 14:56
by Haste
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

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

Posted: 24 Jan 2014, 15:29
by Chief Blur Buster
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/