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  2. Screen-door effect - Wikipedia

    en.wikipedia.org/wiki/Screen-door_effect

    This minimizes the effect by filling the black pixel perimeters with adjacent light. Some older LCD projectors have a more noticeable screen-door effect than first generation DLP projectors. [ 2 ] Newer DLP chip designs promise closer spacing of the mirror elements which would reduce this effect; [ citation needed ] however, some space is still ...

  3. Meta Quest 3 - Wikipedia

    en.wikipedia.org/wiki/Meta_Quest_3

    The Quest 3's design is an evolution of that of the Quest 2, combined with elements of the Meta Quest Pro.It uses a pair of LCD displays with a per-eye resolution of 2064×2208p, which is a roughly +30% increase over the 1832×1920p resolution of the Quest 2.

  4. Meta Quest 3S - Wikipedia

    en.wikipedia.org/wiki/Meta_Quest_3S

    The Quest 3S is designed as an entry-level variant of the Meta Quest 3; it uses the same Qualcomm Snapdragon XR2 Gen 2 system-on-chip with 8 GB of RAM, color passthrough cameras, and Touch Plus controllers as the Quest 3. [5] [6] [7] Unlike the Quest 3, it uses Fresnel lenses instead of pancake lenses, and is thus thicker in

  5. Draw distance - Wikipedia

    en.wikipedia.org/wiki/Draw_distance

    As a consequence to the developers' attention to detail, however, some areas of the game have lower frame rates due to the large number of enemies on screen. Halo 3 is claimed by its creators at Bungie to have a draw distance upwards of 14 miles, which is an example of the vastly improved draw distances made possible by more recent game consoles.

  6. Z-buffering - Wikipedia

    en.wikipedia.org/wiki/Z-buffering

    In rendering, z-culling is early pixel elimination based on depth, a method that provides an increase in performance when rendering of hidden surfaces is costly. It is a direct consequence of z-buffering, where the depth of each pixel candidate is compared to the depth of the existing geometry behind which it might be hidden.

  7. Virtual reality headset - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality_headset

    The image clarity depends on the display resolution, optic quality, refresh rate, and field of view. [ 29 ] Because virtual reality headsets stretch a single display across a wide field of view (up to 110° for some devices according to manufacturers), the magnification factor makes flaws in display technology much more apparent.

  8. Meta Quest Pro - Wikipedia

    en.wikipedia.org/wiki/Meta_Quest_Pro

    [15] [16] The Quest Pro's battery is built into the back of its head strap for better weight distribution; Meta rated it as lasting 1 to 2 hours on a single charge. [15] [12] For its mixed reality functions, the Quest Pro uses high-resolution color cameras, as opposed to the lower-resolution, grayscale cameras on the Quest. [15]

  9. Foveated rendering - Wikipedia

    en.wikipedia.org/wiki/Foveated_rendering

    During CES 2019 on January 7 HTC announced an upcoming virtual reality headset called Vive Pro Eye featuring eye-tracking and support for foveated rendering. [13] [14] In December 2019, Facebook's Oculus Quest SDK gave developers access to dynamic fixed foveated rendering, allowing the variation in level of detail to be changed on the fly via ...