Submitted by Sorin61 t3_11c7r3x in technology
theinvolvement t1_ja2lmab wrote
Reply to comment by cesium-sandwich in New tech could bring affordable, hyper realistic screens with 1000+ Hz refresh rates by Sorin61
What do you think about fitting some logic between the pixels at the cost of pixel density?
I was thinking it could handle some primitive draw operations, like vector graphics and flood fill.
Instead of trying to drive every pixel, you could send tiles of texture with relatively low resolution, and use vector graphics to handle masking of edges.
asdaaaaaaaa t1_ja2pr26 wrote
I'd imagine the more steps in between "generate graphics" and "display" add a considerable amount of latency. From my understanding we're already at the point where having the CPU physically close to related chips (memory's one, IIRC) makes a difference. Could be wrong, but from my understanding the last thing you want to do is throw a bunch of intermediate hardware/steps in the process if you can avoid it.
cesium-sandwich t1_ja2ps0i wrote
There are some economies of scale involved.. especially for high density displays,
The GPU does a lot of the heavy lifting..
But even simple-ish games often take multiple milliseconds of CPU time to simulate One frame, and that doesn't transfer to the CPU, so doubling the framerate means half the physics+gameplay+cpu calculation since you have half as much time to do it.
rumbletummy t1_ja35lae wrote
You mean like CAD?
theinvolvement t1_ja4bihn wrote
I am not sure, what i'm thinking of is a gpu that can output a tiles of image data, and an outline that trims the image to a sharply defined shape.
so the monitor would receive an array of images tiled together, and instructions to trim the edges before displaying on screen.
its kind of a pipe dream i had since hearing about vector graphics video codecs last decade, and microleds a few years ago.
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