18-Megapixel Display To Be Unveiled In May From Google And LG

by David Jagneaux • March 13th, 2018

During the Display Week tradeshow in late May, Google and LG are reportedly set to reveal a highly-detailed 18-megapixel 4.3-inch OLED VR headset display. You can see the session, which will take place from 11:30AM – 11:50AM on Tuesday, May 22nd, listed in this advance program here.

According to the session summary:

An 18 Megapixel 4.3” 1443 ppi 120 Hz OLED Display for Wide Field of View High Acuity Head Mounted Displays

The world’s highest resolution (18 megapixel, 1443 ppi) OLED-on-glass display was developed. White OLED with color filter structure was used for high-density pixelization, and an n-type LTPS backplane was chosen for higher electron mobility compared to mobile phone displays. A custom high bandwidth driver IC was fabricated. Foveated driving logic for VR and AR applications was implemented.

With the Vive Pro on the horizon, the Pimax 8K headset (pictured above in the featured image) and other high-resolution headsets with increased visual fidelity all coming soon, the resolution wars are quickly getting underway. Next to the need for wireless headsets, resolution concerns are often near the top of the list for most VR consumers.

Let us know what you think of this LG + Google news down in the comments below!

h/t: Android Police and The Verge

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What's your reaction?
  • Rick L

    I want it.

  • Jim P

    Now we need the hardware to push it. Then it will be the Oasis.

    • Leon Jimenez

      Great point. When the bitminers go bust and start selliing off all those 1080ti I might be able to bridge them. 🙂

      • polysix

        they’ll burn out in a month if miners have been thraping them.

        Provide miners with a ZERO sell-on market then they may finally realise their short term gold rush is a long term PITA when they spent more on GPUs and Electricity and nobody wants to buy old abused cards.

    • greenbag

      The article mentions foveated driving logic, which should mean foveated rendering through eye tracking, like what LG had been working on with their UltraGear headset. Foveated rendering reduces GPU load by as much as 50%, by only rendering where the user’s actually looking at that very moment. And going by the 5550×3000 ratio others have mentioned, I just ran my 1080Ti through Unigine’s Superposition VR Ready benchmark utility, using 2775×3000 per eye, with the VR Optimum setting.. optimum shaders with low textures..

      Min: 88.96
      Avg: 104.63
      Max: 136.47

      The majority of the time it ran between 96 and 125-ish. That’s without the foveated rendering. Setting it to 2560×2880 (5120×2880), with optimum shaders and maximum textures..

      Min: 93.62
      Avg: 109.20
      Max: 145.46

      Most of the time it ran 100 to 125-ish. You really only need a minimum of 90fps.. anything between 90 and 120 should be fine. And with the foveated rendering, these numbers increase significantly. I think we’ll be fine in the hardware department.

  • dk

    it will be a neat demo

  • Tony_Neville

    I’m wondering about the means by which all that data is delivered to the display.

    • mirak

      not unless you can compress the image outside of the fovea

      • digitalhardcore1985

        It would be a pretty pointless display unless they’ve got something in mind like it says in the article ‘Foveated driving logic for VR and AR applications was implemented.’

      • Tony_Neville

        Yes, else it’s not foveated rendering. 🙂

        • mirak

          Compression has nothing to do with it. Compression is about bandwidth.

          • Tony_Neville

            Compression is used in foveated rendering to reduce bandwidth which is one major benefit of the technology. The other is the GPU doing less work. The data in an image outside the area of focus can be low definition data and therefore highly compressible which saves on bandwidth.

          • mirak

            No it’s not, as you can benefit from compression even without foveated rendering, like what TP Cast does.

          • Tony_Neville

            Foveated rendering is about the the eye tracking and building the image data. The image data is highly compressible because the scene definition is increasingly lowered beyond the area of focus. Irrespective of whether the image is compressed and send via wireless or through a cable, a major benefit of foveated rendering is lost without compression.

  • impurekind

    So, is 18 megapixel like 5k?

    • Stranger On The Road

      18 megapixels == 5184 x 3456
      4k == 3840 × 2160 ~> 8.2 megapixels
      5k == 5120 × 2880 ~> 14.7 megapixels

      note that the 5k screen’s ratios are wider than the 18 megapixels resolution, since the later is more like a picture frame.

  • Still more vaporware garbage from Google that will NEVER see a store shelf.
    When in God’s name will people learn ….

    • Brandon D

      Yeah, because Google hasn’t put out such amazing things already. Unlike the terrible garbage Apple shoves out to it’s dwindling user base every 6 months.

      • Yeah, ’cause the “terrible garbage” Apple “shoves out to it’s dwindling user base”
        has increased profits every year for the last DECADE ….
        You’re funny! Nice try.

        • polysix

          apple fanboy? OK, we need to disregard anything he says from this point on. Dat avatar. SMH. You should be ashamed man!

    • polysix

      The fact LG are making the screens is the good news, not the google part. It means LG will want to push them to all VR makers in time (and others will have to catch up – Samsung – instead of sitting on tech)

  • Courtney A Jeff

    What’s better resolution than any tech hardware is the human eye designed by Jesus and His Father for your good pleasure.Use them wisely and not for sin.

    • Hone McBone

      & that flawed design pales in comparison to an eagles eye.

  • Much as I love higher resolution, please don’t make me upgrade my graphics card again. Wider FOV, yes! Wireless, absolutely! Higher resolution? Meh…I wouldn’t push it too far too quickly. Games are already pretty hit ‘n miss at 1k. (That’s where we’re at now, right? This 1k, 4k stuff is still pretty new to me.)