This was actually really interesting to watch! As someone who has an interest in tech, it feels like I stepped into a college class/lecture with a passionate teacher and feel like I've learned more here than I ever did in a lot of college classes. Thanks for all the interesting content Bradley!
Valve experimented with sequential RGB (instead of subpixels )10+ years ago. There are already HMDs doing that like Avegant Glyph (micromirror based chips for projectors; people were surprised how good even 720p can look with it because of no screen door effect), but at wider FOV and in movement they can cause color fringing (rainbow effect) and weren't usable in VR. This is why Abrash considered sequential RGB a dead end when he wrote about them on Valve's blog. So hopefully this one is muuuch faster and mitigates this problem.
Tilt Five partially compensates by actually reprojecting the image between displayed fields, as I understand it (using a DSP in the HMD, not the host GPU). Moving elements inside the picture still risk colour fringing, but it doesn't go full rainbow from head movements.
@@0LoneTech About tilt five. From my experience, I do still get color fringing only when I move my eyes around rapidly. Also there’s flickering in my peripheral vision. But the image quality looks surprisingly great for 720p and it’s fairly bright.
Valve expetiments with a LOT of things. This is why Jeri Ellsworth (now CEO of TiltFive) said she saw 20 years into the future of VR when working at Valve. They had all the super advanced tech that was way beyond commercial viability at that time. At least 20 years away from commercial viability if Jeri is to be believed.
Iiiiiiiiinteresting! I didn't know they used jiggling for cameras. Very interesting developments in MicroLED too. Sounds like the kind of thing to eventually bring the price down and make it practical/better for more uses.
Bruh "you probably don't need that much brightness in VR," I guess he forgot about one of the biggest feelings of reality, the SUN and other things being to bright to look directly at! This will make games feel so much more real, another big thing will be depth of field with hologram displays.
My guess if both options were "perfect" - the inkjet qdot method would be easier to drive. But Single emitter would allow higher resolutions, technically?
3Million nits? And here I was worrying that these fancy laser screens were going to accidentally lock up while rastering an image and burn a hole in a spot on my eye. Now your offering to do that to my whole eye at once, full stop, during normal operation? Hell yea! Time to stare at the sun in VR baby!
I have a really hard time believing these persistence of vision "tricks" are going to hold up under motion. I've used a HoloLens 2 at work a lot, it uses lasers in scanlines to form the image... believe me, you can see some nasty artifacts in motion. A lot of these gimmicks seem short sighted. So when I hear they want to strobe the LED colors one at a time, or physically jitter the pixels, I'm very concerned.
This was actually really interesting to watch!
As someone who has an interest in tech, it feels like I stepped into a college class/lecture with a passionate teacher and feel like I've learned more here than I ever did in a lot of college classes.
Thanks for all the interesting content Bradley!
Glad you enjoyed it!
Valve experimented with sequential RGB (instead of subpixels )10+ years ago. There are already HMDs doing that like Avegant Glyph (micromirror based chips for projectors; people were surprised how good even 720p can look with it because of no screen door effect), but at wider FOV and in movement they can cause color fringing (rainbow effect) and weren't usable in VR. This is why Abrash considered sequential RGB a dead end when he wrote about them on Valve's blog. So hopefully this one is muuuch faster and mitigates this problem.
Tilt Five partially compensates by actually reprojecting the image between displayed fields, as I understand it (using a DSP in the HMD, not the host GPU). Moving elements inside the picture still risk colour fringing, but it doesn't go full rainbow from head movements.
@@0LoneTech About tilt five. From my experience, I do still get color fringing only when I move my eyes around rapidly. Also there’s flickering in my peripheral vision. But the image quality looks surprisingly great for 720p and it’s fairly bright.
Or maybe the problem for vs is the refresh rate of R, G, B is different than the render of RGB at once
Valve expetiments with a LOT of things.
This is why Jeri Ellsworth (now CEO of TiltFive) said she saw 20 years into the future of VR when working at Valve. They had all the super advanced tech that was way beyond commercial viability at that time. At least 20 years away from commercial viability if Jeri is to be believed.
According to Wikipedia "possible retinal damage" is 100 million nits and solar disk is 1.6 billion nits. So... this looks... safe...
Two Bradley videos at once?!?!
double dosage
@@SadlyItsBradley It's not one huge video 😔
If you cross your eyes it’s four!
I wish these were longer, it's super fascinating hearing this guy talk. Maybe you need to go into long form podcasting once in a while! Haha
Loved the video as usual. Keep it up Bradley
Someone finally is talking about this MicroLED
WHEN?
Really interesting! Thanks for the content!
Karl, Was the 3 million nits in red. i'm glad to see someone is making progress on micro leds.
I believe he said it was for green
Bradley is on the front gate of heaven, peaking inside
Iiiiiiiiinteresting! I didn't know they used jiggling for cameras. Very interesting developments in MicroLED too. Sounds like the kind of thing to eventually bring the price down and make it practical/better for more uses.
Bruh "you probably don't need that much brightness in VR," I guess he forgot about one of the biggest feelings of reality, the SUN and other things being to bright to look directly at! This will make games feel so much more real, another big thing will be depth of field with hologram displays.
I don't think it is going to be feasible. Imagine someone damaging their eyes and then suing the company for example. I doubt anyone would risk it
Imagine playing in VR for couple of hours and then having tan around the eyes :) Well, that will probably require some UV-light pixels, but who knows
@@aleksandertrubin4869 we don't need it to be as bright as the actual sun. Just enough to make the reflections look real
I can’t wait to get actually flash-banged in VRChat
Before that, we need to figure out a proper HDR standard.
Thanks
2:30 I like how he basically ignores your question because of how excited he is
I prefer the one continuous video
What would be better? inkjet qdots or single emitter microled?
My guess if both options were "perfect" - the inkjet qdot method would be easier to drive. But Single emitter would allow higher resolutions, technically?
MicroLED hype~
3Million nits? And here I was worrying that these fancy laser screens were going to accidentally lock up while rastering an image and burn a hole in a spot on my eye. Now your offering to do that to my whole eye at once, full stop, during normal operation? Hell yea! Time to stare at the sun in VR baby!
Thanks brad
I have a really hard time believing these persistence of vision "tricks" are going to hold up under motion. I've used a HoloLens 2 at work a lot, it uses lasers in scanlines to form the image... believe me, you can see some nasty artifacts in motion. A lot of these gimmicks seem short sighted. So when I hear they want to strobe the LED colors one at a time, or physically jitter the pixels, I'm very concerned.
Why not micro lasers patent pending?
Leaky blue light or nah
I thought MicroOled was the better option, am I incorrect ?
micro-OLED is way closer to consumer devices than these things are by probably 5-10 years
(paraphrasing) "these microLED's are so bright they could permanently blind you for life!" yay?
so interesting :o
dino nuggies
Woof
first