LG Researchers are exploring more pixel rich displays for VR/AR

Most conventional screens used on VR screens today like for the Oculus or Vive use traditional OLED or LCD displays. For regular screen use such as phones or desktop displays, this is fine as your eyes are far from the screen. But when the screen is inches away from a person’s view, the “screen door” issue comes to surface. This is an amply named effect, where, since the screen is so close to the face, a viewer is able to see the individual pixels of the display, causing distortion and eye fatigue in the long run.

To solve this LG is proposing to use OLED displays coupled with a silicon backbone: OLEDoS. It is a new type of OLED display that applies an OLED layer on top of a silicon wafer backplane that integrates the pixels and the driving circuit all together. The driving circuit is the part that instructs how much voltage the oled (pixel) should receive. Traditionally this is a separate layer, but with an OLEDoS it gets merged all together in a more compact factor, which enables more precision in operating the output for the display.

This technology makes it possible for OLEDoS to have a thinner layer than conventional glass substrate OLEDs, meaning more pixels on the layer. Where a typical display can house pixels in the hundreds of ppi (pixel density: pixel per inch), an OLEDoS display can churn ppi in the thousands — meaning higher resolutions for the same sized display. Furthermore, the driver circuit part

As we continue to evolve the hardware for AR/VR towards everyday use, comfort becomes an integral part of its design. Meaning we need siplays to be lighter and prone to longer wear times and packing the screens with more pixels while reducing the weight adds to this evolution.

While this technology is in its nascent right now, even from LG, it’s a welcome step towards a more utilitarian hardware.

Source: LG

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