180 * 135 * 60 * 60 * 100 * 48 = 419904000000,
420 billion bits per second, without compression.
180 * 135 * 60 * 60 * 100 * 48 = 419904000000,
420 billion bits per second, without compression.
> 420Gbps
I assume foveated compression (a pet idea of mine that I have no doubt someone else also has) is probably the only way to realistically deliver the stream to the HMD (assuming that some rendering pipeline that can deliver the uncompressed stream exists).
You also have to be concerned about micro-saccades, which may increase the effective resolution of the eye.
Also also note: there's head motion to track and events to respond to. If you're playing a movie, that's pretty much your best case because you only have to pan and tilt a stream of things you already know about. Playing a game is medium bad, because you can predict the range of possible events. Doing AR mediation is worst, because you can't predict the rest of the universe.
Due to latency, you can't render the fovea area only; you need to cover quite a bit more in case the eye moves between submitting the command buffer and the final image being ready.
Compression can happen much later in the process, where the latency is much more predictable or even fixed. This is useful because massive bandwidth is easiest along traces, harder along wires and hardest wirelessly.
I suppose something like a neural representation of a scene that is directly rendered on the underlying hardware, without first being converted to a raw bit stream.
In our modern future display, we would similarly blast data to only where it is needed at an instant in time.
https://en.wikipedia.org/wiki/Visual_acuity is a really useful overview.
Now, we know that human eyes can only cover a little less than 180 degrees horizontally, and about 135 degrees vertically, so we could multiply each of those by 120 and get:
180 * 120 = 21600 across by 135 *120 = 16200 down. That's a screen where every pixel is guaranteed not to be distinguishable from the ones around it. If you had this on a hemispherical screen 10cm from your eye, your square pixels need to be no larger than 0.0145 mm on a diagonal, or if you prefer have a dot pitch of 0.0145 mm. Current state of commercial availability smartphone screens have dot pitches of about 0.045 mm, about 3 times too big.
Does that help?
* People's vision getting worse with age
* Each OLED pixel consists of 4 subpixels, so may only need to reach that acuity at sub pixel resolution
* Acuity drops and eyestrain increases at the edges of vision so likely only need maybe 75% of our range U/D L/R at the highest resolution, and the outer edges can have much lower resolution
Other hacks for foveated rendering include rendering peripheral vision at lower resolution and monochromatic, and not rendering in the blind spot, since our brains will just fill in those areas. May not be worth the complexity, but there's a lot of hacks that could take advantage of our visual system's quirks. I imagine ray tracing makes these hacks even easier to implement.
Height: 135 * 60 (135 degrees at 60 pixels per degree)
Width: 180 * 60
So 87 megapixels, or a 10.8K display with a 4:3 aspect ratio