News for hackers. Stuff that matters.
Re:Google and LG creates VR AMOLED 120 Hz at 5500 x 3000 by tgb on Thursday March 15, 2018 @12:01PM (#16593997)
It seems like there should be a middle ground where you blur enough to remove SDE but not enough so that pixels overlap. The whole problem with SDE is that there is a perceptible gap between pixels - blur will spread the pixel over the gap but the gap is what ensures that the pixels do not become blurred ontop of each other. I assume this doesn't work in practice (since I don't think anyone is doing it), so I'd be interested in an argument for why it doesn't.

Conceivably, a higher resolution display would have a worse SDE than a lower one. If the pixels became smaller, then the gaps between pixels could get worse even if there are more pixels per inch. For example, [1] shows a game of Tetris played on a building and the problem with it is not that the resolution is low, but that the pixels have too gaps between them. Doubling the resolution would only help a little but make each pixel a big square instead of a dot would help immensely. A diffusive screen over that building could help potentially quite a lot. This is obviously an absurdly exaggerated scenario.

[1] https://mashable.com/2014/04/06/building-tetris-philadelphia...

Re:Google and LG creates VR AMOLED 120 Hz at 5500 x 3000 by robocat on Thursday March 15, 2018 @03:47PM (#16595985)
Instead of blur, microlens arrays can be used to increase the pixel size to cover the gaps.

The microlens can also be designed to blur the RGB together to provide a true white pixel from the approx three coloured subpixels.

Re:Google and LG creates VR AMOLED 120 Hz at 5500 x 3000 by tgb on Thursday March 15, 2018 @03:52PM (#16596016)
Absolutely something I was thinking, but not sure what the right terminology is! "Microlens" sounds fancier than you need, I'm really happy to just diffuse it but with a limited blur so that they don't bleed.