Here are some comparisons we found:
1% Low 60FPS
1% Low 40FPS
3% Medium 50FPS
3% Medium 25FPS
4% High 35FPS
(For those interested, I also ran this in 4K at 2560×1440 on an ASUS P8Z77-V Pro)
The above are with a 40-inch (27″) Samsung U2413 monitor (1920×1080) attached. We ran a 50-inch (34″) Asus Vivo X2410 monitor (1920×1080) connected directly up to the TV.
While this is still an improvement over 1080p, I still think 1% and 4% look just a little better. I’d probably take the 4% low performance over the 3% medium performance as long as the 4K support is still a strong focus for Oculus.
Let’s now move past those numbers and look at the performance and capabilities of the Gear VR.
As you can see, I was not impressed with the 1080p resolution and the black level to the screen is a little on the harsh side for me. I find that in a dark room, it’s hard to see what is going on around me. The 3% high performance I ran above has a nice light cast to it that helps me see the detail in the environment. It’s still a little too bright to take my eyes away from what I’m viewing. The black level is better than the 1440p screens I’ve been using before and the image is very clean-looking.
I really like the wide viewing angle it has and the quality of the pixels seems to be as good or better than even the higher end 1440p screens I’ve used. I’ve noticed that the 1% low settings are extremely demanding in a very dark room and this should be a game changer for many content creators and gamers who want to explore.
Motion & Sensitivity
There are some big issues the Oculus Rift DK2 seems to have with motion processing. You will notice that the 4K display has a very low-ish pixel density, it’s almost entirely black. The display has a wide 180-degree field of view but it’s all black. When you turn your head, you will see light in the corners, which is what causes this problem. I’ve been using these 4K displays and there is absolutely no light or