I understand that having a noticeable sde is very reasonable for a mobile processing chip.
Oculus go screen door effect.
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.
In contrast a detailed image with a lot of colors including blacks may have a less noticeable screen door effect.
15 years from now we will emulate sde on today s games to get that retro feel.
Quest will have 20 fewer physical subpixels than go.
However i just wanted to see if anyone else noticed it this much.
I have an s6 and s9 with two gear vrs and an oculus go i much prefer the go.
The oculus subreddit a place for oculus fans to discuss vr.
Am i just looking at it too hard.
Go 4 points 12.
The next iteration of this will surely surpass the s however.
The go has a better lens and screen door effect is a little less noticable compared to gear vr it s a little bit of an improvement in that regard but if you have a s9 it s probably better waiting for santa cruz.
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.
After a couple of months with the go i find it.
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.
We will remember screen door effect like we remember scanlines from the crt years.
The screen door effect is most noticeable when you re staring at a wall that s a single color as you can see the black mesh breaking up the flat color.
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.