![]() Not to mention the fact that as your window for rendering shrinks it becomes increasingly difficult for the PC to reliably pump out frames in a highly deterministic manner, something I would expect to be much more dialed in on the PS4 and future consoles. ![]() With pipeline latency effectively gone now and given a similar choice I could definitely see an argument for sticking with 90Hz and focusing instead on resolution. Of course that was also during a time without any prediction, reprojection, early CPU draw queuing, etc where your motion to photon latency was firmly locked to the full pipeline and scan-out and you were looking at best case real world latencies in the 40-50ms range. I distinctly remember telling myself when I first used the 1280x800/60Hz DK1 that if I had the choice between doubling the resolution or doubling the refresh rate, I would rather double the refresh rate. That being said, it will be interesting to see if PSVR ends up making a legitimate case for 120Hz such that the next batch of PC headsets opt to chase the refresh rates further upward, or will they rather settle on 90Hz (or perhaps some other more exotic 90p/180i partial update) in order to keep the display output manageable while we try to scale up to 4K and beyond. The layout in this final form is available to play around with since it is included as one of the sample layouts with Morpheus Photo Animation Suite Mac. Once you get up above 60fps/60Hz every successive gradation of resolution, rendering rate and refresh rate is going to offer a incremental improvement in experience, that's a given, but the headsets are all going to be roughly comparable in capability though so I don't see a lot of fuel here for thoughtful debate. Here we have added a total of 21 dots to the warp and are ready to render it to a file for use outside of Morpheus Photo Animation Suite Mac. ![]() If a lot of the scene you're viewing happens to be animated elements (say, a very fast moving, close proximity race track), then I could maybe see that being a problem with lower rendered fps, but that's really nothing new - anyone that's had a chance to view fast games on 120/144 monitors will testify to how much better it appears compared to the traditional 60Hz. What higher rendered frame rates buy you is smoother perception of motion of animated elements within the scene that naturally aren't accounted for by reprojection. If you have Morpheus Photo Morpher v3.00-v3.17, Morpheus Photo Warper v3.00-v3.17, or Morpheus Photo Mixer v3. Motion to photon latency is largely a non-issue (in terms of head tracking nausea) now regardless of whether your frame rate is 60, 75, 90, or 120 because the images you're viewing are based on the predicted pose of the time when you see them, not when the scene was initially drawn or eventually reprojected. Morpheus Photo Animation Suite v3.00-v3.17 users can upgrade from the Standard to the Professional or Industrial edition, or from the Professional to the Industrial edition for the difference between the price of the two editions.
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