Rift S has a lower refresh rate than the Rift – 80 Hz vs. 90 Hz. But unlike smartphones and monitors, in VR the refresh rate is only half the success in order to ensure smooth movement. Another much less discussed (but equally important) aspect is the preservation of pixels.
Retention of pixels is the amount of time per frame during which the display is actually lit. Without this, the image will appear “blurred” when you look around in VR. Why? Because the longer the frame lasts, the less accurate it will be. Your brain gets the same exact image for the entire frame, even when you turn your head – in real life your look will be constantly adjusted.
The traditional approach to solving image blur is simply to increase the frame refresh rate to reduce the time of each frame. But low image stability is a much cheaper solution that works just as well. Low resilience was first introduced at Oculus Development Kit 2 in 2014. The functional was discovered on Oculus and named Blur Busters.
All VR headsets on the market today, with the exception of Walmart headsets for $ 30, use low stability. This indicator is important for a good VR experience. Therefore, despite the fact that the Rift S has a lower frame refresh rate, the headset should technically provide less blur than the original.
This section shows how unsuitable traditional “specifications” are for VR. The classic indicators that we still use today, such as refresh rates per second, do not fully describe the many interrelated “sub-specifications” that create the VR experience. Unfortunately, the main reason is that companies producing virtual reality glasses rarely produce devices with such technical characteristics.
Stay up to date with the latest augmented and virtual reality news with VRcue /