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Re:Live Coding in VR with Oculus Rift, Firefox WebVR, JavaSc... by tinco on Sunday October 05, 2014 @11:03AM (#8412441)
Why 320p? I say 3240 because the height res is 1080p, and I think you can comfortably tilt your head to get three times that height resolution. The horizontal guesstimate I made similarily.

edit: ah I see, I hadn't factored in the warping of the optics, if you're correct then the effective resolution would only be around 900p so I'm being too optimistic :)

Re:Live Coding in VR with Oculus Rift, Firefox WebVR, JavaSc... by brian_peiris on Sunday October 05, 2014 @11:09AM (#8412457)
Oh you're factoring in head movement. I see. Well you still haven't accounted for the warping that the optics do. They stretch that 1080 pixels across a 100 degree vertical field of view, so the pixels directly in your sight (not including peripheral vision) is really only about 320.
Re:Live Coding in VR with Oculus Rift, Firefox WebVR, JavaSc... by fsiefken on Sunday October 05, 2014 @01:32PM (#8412825)
Funny coincidence, the oculus has a similar appearant resolution as the vanilla doom game on the crt's had.