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  2. 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.

  3. Level of detail (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Level_of_detail_(computer...

    [1] [2] [3] LOD can be decreased as the model moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. LOD techniques increase the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the ...

  4. Foveated rendering - Wikipedia

    en.wikipedia.org/wiki/Foveated_rendering

    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 an API. [15] On January 4, 2022, Sony announced that their follow-up to PlayStation VR will include eye tracking and foveated rendering. [16]

  5. Meta Quest 3S - Wikipedia

    en.wikipedia.org/wiki/Meta_Quest_3S

    The Quest 3S is intended as an entry-level model complementing 2023's Meta Quest 3, succeeding the Quest 2 at its price point; it shares most of its hardware and mixed reality capabilities with the Quest 3, but with lower-resolution displays and optics inherited from the Quest 2.

  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. List of common display resolutions - Wikipedia

    en.wikipedia.org/wiki/List_of_common_display...

    [29] 960H represents an increase in pixels of some 30% over standard D1 resolution, which is 720 x 576 pixels (PAL), or 720 x 480 pixels (NTSC). The increased resolution over D1 comes as a result of a longer horizontal scan. The difference is that whilst D1 has a 4:3 aspect ratio 960H has a 16:9 widescreen aspect ratio.

  8. Screen-door effect - Wikipedia

    en.wikipedia.org/wiki/Screen-door_effect

    Since there were as many micro-lenses as there were original pixels, no resolution was lost, which was confirmed with modulation transfer function (MTF) measurements. The screen-door effect on Digital Light Processing (DLP) projectors can be mitigated by deliberately setting the projected image slightly out of focus, which blurs the boundaries ...

  9. 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]