https://www.cambridgeincolour.com/tutorials/cameras-vs-human...
In earlier headsets it was more narrow field of view and maybe that made it feel more obvious when my eyes were moving.
It will take such a long time to get realistic VR, that we will have direct neural interfaces that are much simpler because they can skip the encoding/decoding.
\tanget And perhaps at higher semantic neurons, so we can just invoke the concept of "cool graphics" without actually having to simulate it...
- [0] testufo.com
The old 144hz goal was/is nice if you want to display 24fps (movies) content but games don't work like that. They display correctly without any judder/pulldown at whatever frame rate you want (as long as you have the hardware to run it at that rate)
Sounds like the beginning of a sales pitch for a 720 Hz display. :-)
If testufo was randomized with multiple repeating patterns and random offsets, it could be a much better test. Here you can accidentally bias yourself.
- https://www.youtube.com/watch?v=tV8P6T5tTYs - https://www.youtube.com/watch?v=OX31kZbAXsA
And here's how I can probably immediately convince you that I can as well: drag your cursor at a rapid speed across your screen back and forth (e.g. 2-3 times across the width per second). Focusing on one spot, do you see individual cursors with gaps of background in between? (I'm assuming yes.)
Now on 120 Hz the gaps will be half as big as on 60 Hz. On 240 Hz they are half as big once again, but they are nevertheless noticeable. The size of the gaps easily allows you to distinguish between 120 and 240 Hz.
Until I can drag my cursor across the screen and see nothing but a continuous moving object, we haven't hit diminishing returns on monitor refresh rate yet.
laughs in light fields