11/7/2023 0 Comments Odyssey reservationsHave up to half of their viewable screen space split into their peripheral, the difference is that the 120deg example's viewer is at the focal point of the curve so all of the pixel's horizontal axis will be pointed directly at him. ![]() Off axis pixels are bad for distortion and uniformity. The farther from the center of the screen you get the more and more off axis the pixels will be. When you sit inside of the focal point of a curved screen, way closer than the focal point of the curve, the pixels will be off axis almost like a gradient. Say + 30 deg each side = 120 degree semicircle. Less degrees than that but greater than your 60 to 50 deg human central viewing angle would still work well providing immersion with a portion of the screen space in the periphery. Here is an extreme example of a 1000R, 1000mm, ~ 40inch radius screen at around 180 degrees: To achieve this they could either design a screen with different dimensions or make a more aggressive curve, or some combination of the two. You could still get screen space in your peripheral for immersion sitting at the focal point of a curve - you'd just need to design a screen that is as a semicircle, a larger portion of that circle in degrees. I'm really hoping for something like a 55" 8k version of the ark someyear with all of the wrinkles ironed out features wise but I'm seriously considering one of these "4k doublewide" or more like "half 8k" screens by the end of the year in the meantime. So you have to sit closer to mounted on desk distances which will distort the screen the farther from the middle the pixels are. With the height of what would be a 32" 4k, sitting that far away (with the screen mounted on a simple thin rail spine'd tv stand for example) would turn this screen into a short belt-like screen to your perspective. The con I have with these kinds of screens is that in order to see the whole screen in your 60 to 50 degree human central viewing angle you'd have to sit at the radius or focal point of the curve. So either way you can get higher fps on the screen, let alone on less demanding games, yet still get a ton of bezel-free desktop real-estate when not gaming or on the sides when gaming in a middle window. ![]() The higher the PPD / pixel density, the tinier any occasional edge/fringe artifacts should be on DLSS/frame amplification tech too. There is also frame amplification (nvidia's version is frame insertion) tech that should mature, and the "5000 series" gpus will come out sooner or later (with dp 2.1 I'm assuming). If it was based on 32" 1440p resolution it would be upscaling from 5120 x 1440 rez up to 7680 x 2160. You should be able to run 4k or slightly wider than 4k at times if you want something more central, or you can use DLSS AI upscaling + DLSS AA and sharpening (quality mode of course) on games that support it. Or you can think of it as a central 32" 4k with another 32" 4k split and added to each end as wings. It's essentially two 32" 4k screens side by side with no bezels, but with a 1000R ~ 1000mm ~> 40" radius curve. ![]() UWG Nick, a 21:9 Youtube channel with gameplay videos "Wide as Fcuk", Youtube channel for 21:9 info and game reviews Rule 5: No Box Pictures Related sub-reddits: Rule 4: No referral links, URL shorteners, or selling used monitors. Follow reddiquette it's a good set of basic guidelines for a more cohesive community. Rule 3: Use original sources for links, credit the OP/OC. No racism, sexism, personal insults, harassment, etc. Rule 1: All posts need to be vaguely connected to 21:9. Subreddit of the 21:9 & 32:9 aspect ratio Join us on Discord! / Ultrawide Enthusiasts
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