<story><title>Google and LG creates VR AMOLED 120 Hz at 5500 x 3000</title><url>https://www.blurbusters.com/google-and-lg-creates-vr-amoled-120-hz-at-5500x3000/</url></story><parent_chain><item><author>naoru</author><text>Everyone says that a powerful GPU is needed to drive this thing, but I don&amp;#x27;t think that&amp;#x27;s a must. Careful art direction based on current hardware limitations can produce nice-looking virtual worlds — not photorealistic, but still immersive and fun. Nintendo pulls this thing consistently.</text></item></parent_chain><comment><author>kalkut</author><text>I absolutely agree ! I do see the appeal of photorealism but lots of excellent 3D experiences are far from photorealism. A sensible art direction can go very far, and I&amp;#x27;d even argue that a less than ideal graphical experience can be forgiven if the content is meaningful and engaging enough. I think we all have examples of this in mind</text></comment>
<story><title>Google and LG creates VR AMOLED 120 Hz at 5500 x 3000</title><url>https://www.blurbusters.com/google-and-lg-creates-vr-amoled-120-hz-at-5500x3000/</url></story><parent_chain><item><author>naoru</author><text>Everyone says that a powerful GPU is needed to drive this thing, but I don&amp;#x27;t think that&amp;#x27;s a must. Careful art direction based on current hardware limitations can produce nice-looking virtual worlds — not photorealistic, but still immersive and fun. Nintendo pulls this thing consistently.</text></item></parent_chain><comment><author>phkahler</author><text>I would love to walk around in a VR world that looked like the old vector displays. Slightly glowing wire frames but with occlusion. This technically doesn&amp;#x27;t even need polygon rendering, though doing so with mostly black textures except the edges might be cool. At todays resolutions I think small cylinders along the edges of flat black surfaces might look better. And that&amp;#x27;s just one stylized world that doesn&amp;#x27;t require a mammoth GPU to handle.</text></comment>