Quest will have 20 fewer physical subpixels than go.
Oculus go screen door effect.
The next iteration of this will surely surpass the s however.
It will be pentile rg bg 2 subpixels per pixel and go is rgb 3 subpixels per pixel.
However i just wanted to see if anyone else noticed it this much.
Am i just looking at it too hard.
Is it just me or is the screen door effect very noticeable on the oculus quest.
In contrast a detailed image with a lot of colors including blacks may have a less noticeable screen door effect.
I understand that having a noticeable sde is very reasonable for a mobile processing chip.
Posted by 1 year ago.
The oculus subreddit a place for oculus fans to discuss vr.
Footage of oculus rift with one lens in and one lens out this is to help explain the much talked about screen door effect due to low res.
Its screens will be very similar if not the same to vive pro s so expect better blacks and colors than go but slightly worse screen door and details.
I have an s6 and s9 with two gear vrs and an oculus go i much prefer the go.
After a couple of months with the go i find it.
Oculus go stand alone this one claims to have fantastic optics and while it does have the broadest range of view oddly enough its optics do a poor job in post processing and in screen door reduction.
Oculus told us it used a fast switch lcd display with the go to have better pixel fill meaning the pixels are simply larger and thus reduce the screen door effect as well.
15 years from now we will emulate sde on today s games to get that retro feel.
We will remember screen door effect like we remember scanlines from the crt years.