http://www.gamersnexus.net/hwreviews/2659-nvidia-gtx-titan-x...
See the Mirror's Edge and The Division benchmarks. Averages are (just) over 60, but there are dips below.
Personally, I think the best resolution for current-gen cards is 3440x1440. Should be rock solid 60+ fps in all games, and gives the benefit of being ultrawide.
* ASUS PG348Q (I own this one and I love it)
* Acer Predator X34 (My colleague 4 seats down has this one and she loves it).
I'd rather have 2560x1600 than 3440x1440, even though it's less pixels.
IMAX film format has a more immersive aspect ratio too, which is taller still at about 16:11.
I believe it's more like 2:1 (so even 16:9 isn't quite wide enough).
https://m.youtube.com/watch?v=211Vdi4oC9o
The biggest limitation it seems is lack of displays because the gpu tech seems to be able to handle it.
Here is an article on Nvidia's implementation: http://www.anandtech.com/show/10325/the-nvidia-geforce-gtx-1...
Once you have calculated the pixels for the left eye, those should be possible to re-use for the right eye, with some mapping. Certain pixels that are only visible to the right eye will have to be computed. I'm not sure if it's possible or if it even has a chance to be a performance gain (or indeed if this is actually how it already works). Doing the full job of 2x4k pixels for two eyes when they are a) almost identical for objects beyond a certain distance and b) quality is almost irrelevant for most pixels where the user isn't looking.
With foveal rendering and some shortcuts it should be possible to go faster with a 2x4k VR setup than for a regular 4k screen when you need to render every pixel perfectly because you don't know what's important/where the user is looking. Obviously one needs working eye tracking etc. first too...
It seems logical that each surface/polygon could be rendered once, for the eye that can see the most of it (a left facing surface for the left eye, a right facing surface for the right eye), then squashed to fit the correct view for the other eye. Then, fill in all the blanks. Of course, the real algorithm would be more complicated than this, but it seems like at least some rendering could be saved this way.
Technically the lighting won't be right, but you don't have to use it for every polygon, and real-time 3D rendering is already all about making it 'good enough' to trick the human visual system, not to be mathematically accurate. If technically-accurate was what we insisted on, games would be 100x100 pixels at 15FPS as we'd insist on using photon mapping.
Search for Monoscopic Far Field Rendering here: https://www.unrealengine.com/blog/unreal-engine-4-15-release...
Thats a 12600x6000 screen = 76megapixels. 4k is 8.3 megapixels, 8k is 33.2 megapixels. 8k/eye sounds about right.
The field of view of current consumer HMDs is too narrow for there to be a big saving compared to the downside. As you move to larger FOV displays the brain will start doing more saccades (rapid step changes in viewpoint[1]) and the response time of the image generator and eye tracker is too slow to generate more pixels at the right spot. It's much more effective to just render the whole thing at the maximum possible resolution. There has been promising research on rendering at a reduced update rate or reduced geometry in low interest areas of the scene[2].
Also, eye tracking is a massive pain in the ass.
[1]https://www.ncbi.nlm.nih.gov/books/NBK10991/ [2]https://kth.diva-portal.org/smash/get/diva2:947325/FULLTEXT0...
4K is the real sweet spot for typical human vision.