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I cannot possible believe that rendering at this resolution is necessary. Most VR users don't turn their eyeballs while wearing headsets, but opt to use controls to adjust their perspective. I've read several accounts of hacks developers have taken when rendering VR games, but one that has kept cropping up is reducing resolution of areas in the periphery.

While you certainly could use 16K displays for VR, I think it would be entirely unnecessary.




Most VR users don't turn their eyeballs right now because the field of view is pretty small.


> Most VR users don't turn their eyeballs while wearing headsets

Err what? Of course they do!


It needs 10K but I guess that becomes 16K due to base2 process.




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