Samsung Working On 11K Screens For Smartphones

For VR,

Earlier, Palmer (and others) have stated that 8k at least is needed for photo realisim and optimum "presence" in VR. For the VR crowd this is very good news, when VR tech is mainstream the displays needed will be there. Imagine the graphics (current day) that would be needed to drive 11k :).
 
Samsung Galaxy s7 with 11k amoled display. The next [battery low 15%] big thing is [battery low 5%] already here [battery 0% shutting down].
 
no, especially someone from Digital Trends, because VR is too new of a concept...
 
I think 120Hz for VR would be minimum if you don't feel like cascade-puking all over your desk.
11k/120Hz...needs a bit of horsepower.
 
It's advancing technology and bringing it out there which is nice BUT IMAGINE THE PORN AT 11K
 
Please bring this to desktop monitor.
11K for 5.75" is insanely overkill. Who need 11K just to play facebook ?
 
I agree that 1440p is even ridiculous too. I'd actually prefer 1080p on my note 4 to get more performance and battery life. However, I don't have an interest in VR.
 
I don't imagine why anyone would need to instagram stream or tweet, period.
 
I think 120Hz for VR would be minimum if you don't feel like cascade-puking all over your desk.
11k/120Hz...needs a bit of horsepower.


11k screens are mostly intended to solve the "screendoor effect" that happens when viewing a screen though VR lenses. It's the size of the pixels and the size of the space between them that matters, not the total number of pixels (or the effective resolution.)

Because there is no need to render all the pixels individually at full resolution, they could be rendered in groups of 4 pixels instead, giving you the full DPI of an 11k screen, but with only a quarter of the processing demand.

Also, I have used both the Rift DK1 and the Gear VR extensively, neither of which use a 120hz refresh, and I didn't fell sick with either one, so I question wither 120hz is even necessary for most people.

It seems silly to double the hardware requirements to make a small percentage of users happy, so hopefully that 120hz requirement is optional.
 
So many facepalm statements in here. What happened to you HardForum?

I know... people see resolution and go "ZOMG THAT IS TURRIBLE!"

Ok, so people are used to attributing large resolutions with power consumption (marginally true), the biggest power consumer of screens is actually the brightness it produces and size. The 1440p screen on the Note 4 uses less power than the 1080p screen on the Note 3.

Your mini gpu's in your phone (or VR device) are NOT displaying at maximum resolution. They are actually using a very old technique called upscaling. I figured most here would know about this, seeing as Apple made it insanely popular when they first introduced "retina" displays. Seriously if you thought these microscopic GPU's could actually play a game at 1440p then what is your 980ti doing :eek:

I see a few posters asking why we don't put these resolutions on desktop monitors and TV's? Well it gets much more complicated and much more expensive to create larger panels with larger resolutions.

Josh Ho of Anand did a pretty nice write up last year about the PPI race and what it should mean to us.

The reason why Samsung is developing this screen is to use it multiple devices, mainly their cell phone's and their VR-Gear. Its a dumb idea to create one screen for one device then have to create a totally separate screen for another device. Create 1 for everyone.
 
It goes without saying that things can be up-scaled, but the problem people migth be having is that they make it a point that the extra resolution/sharpness actually does have a positive impact on user experience in particular with 3D.
 
it's obvious this is for VR and 3D without glass

Finally my dream can be realized!

Traveler_screenshot.jpg
 
Is that that hologram game from the 90s? That brings back some fine memories ^______^
 
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