Re:Google and LG creates VR AMOLED 120 Hz at 5500 x 3000
by ben_w on Thursday March 15, 2018 @01:15PM
(#16594687)
From my experiences, I think there are several completely different axies of quality.
If it’s a cartoonish game, the imaging doesn’t need to be photo-realistic. If it’s ‘toon style or lit and textured by photography of real environments, the polygon count doesn’t need to be high.
What it does need, beyond the hardware, is immersive physics, and a gameplay-justified reason for why you can’t run through the furniture/wall/cable that you can no longer see. The game “I Expect You to Die” does that perfectly because you’re sitting down the whole time.
If it’s a cartoonish game, the imaging doesn’t need to be photo-realistic. If it’s ‘toon style or lit and textured by photography of real environments, the polygon count doesn’t need to be high.
What it does need, beyond the hardware, is immersive physics, and a gameplay-justified reason for why you can’t run through the furniture/wall/cable that you can no longer see. The game “I Expect You to Die” does that perfectly because you’re sitting down the whole time.