So after VRBangers released the first 12K 60fps video today I was wondering if we could bring support for 8k+ video's to DeoVR. Currently there is no hardware that can play back a (single) movie at that resolution and fps. However, what if we split the movie into a left eye and right eye file and those files are played back simultaneously (so for a 12k file that would be two 6144X6 144 video's)?. I tested it on my PC (RTX 4090) and playback of two of these files works flawlessly in MPC. It would be really nice if DeoVR could support this. Because it would be awesome to watch these scenes and the upcoming SLR Originals shot in 10K on your new rig in their full glory!

    Your GPU or any other video decoder can't handle anything over 8192x8192@30FPS or 8192x4092@60FPS for VR180.

    In best case scenario frames will be dropped. Every 12K video has to be downscaled to 8K. Player is going to process what ever you put into it. It's hardware that has to be in place for 12K.

      doublevr Yeah did a proper test and yes, seems I spoke too soon... Such a shame Nvidia dropped the ball on this. Too bad

        fenderwq How did Nvidia drop the ball?

        VRBangers are the ones releasing a video that they are fully aware that nobody can play natively and advertising it at 12k with zero instructions on how to play it. They are clearly doing this to fool people into signing up.

          The 10K and 12K files of that scene are h264 - I doubt anyone can use them and they have much additional details compared to the 8K h265 file.

          fathergll because nvidia just decided that 8k is enough for the next two years, even on a card of 2 grand and all that while its technically very much possible. Basically a middle finger to vr imo

          And yeah, I agree they should have had more explanation about the 12k. Still, it's nice that you can sample it. It's more of a marketing thing now though since it's not truly playable at 60fps.

          I did compare the 12k vs 8k quite a bit though and there is a very clear difference on my 8kx. You just can't play it back without severe stuttering. Which sucks.

          I must say I was impressed with the quality overal (also the downscaled 8k). Just think it's very frustrating we have unnecessary hardware limitations...

            fenderwq nvidia isnt at fault. there is a lot of work that goes into this stuff.. a single company cant just click their fingers and enable 10k, 12k, 14k, 16k.. the codec support for that resolution has to be developed and that alone is crazy complicated. its cutting edge stuff that requires research and technological breakthroughs. then the codec has to be standardized.. worldwide.. with input from companies from all different industries. then the software and hardware encoders and decoders need to be developed... then new computers, gpus, mobiles phones supporting it need to be developed and shipped.. then applications like video players need to add support. this stuff takes years. on top of all that there is no actual demand for any content above 8k outside of vr.

              spacepirate true, but nothing in gpus is simple. It still is a choice.
              The codec is already there btw (h266) but to be fair there are licensing issues surrounding it like h265.
              So, it's just disappointing and imo they dropped the ball on it.

                fenderwq Thats VRBangers fault for advertising a format they know isn't supported to sucker people into signing up. Talk about dropping the ball.

                Dude we haven't even perfected 8K VR and they are trying to dupe people with 12k?

                  Hmmm maybe it's time to bring SLI back, wonder how a couple of 4090's could handle this...

                  fathergll yeah, they should definitely be more upfront about that. Still their 8k improved quite a bit too so I think it's still a nice upgrade. We'll see.
                  Seeing what 12k can look like just made me excited... (I've been looking forward to next gen image quality for a long time now).

                  But it's not just VrBangers though, that's just one studio. It's more that we'll have a hard limit on how much we can improve over the next 2 (and who knows maybe 4) years.

                  You need 16k for retina resolution (and better resolution for headsets too). At the moment though I think video resolution (and overall quality) is the biggest bottleneck. The 12k VrBangers vid was the first thing I felt almost maxed out my 8kx (zooming out hardly improved the video quality anymore).

                  We'll see what happens in the future though. There is definitely a lot that van be improved other than resolution alone and downscaling makes the image look better too.

                    doublevr

                    I wonder how VRB's editors must have worked on this one. They probably edit the scene using a lower internal resolution, but then hit export for true 12k and have no possibility to watch the entire thing and check for errors? 😂

                    Still I think it's a good move to upgrade to higher resolution cameras and just downsample it to 8k for now.
                    If used properly, it will enhance the look of 8k scenes and additionally gives us the prospect to rewatch those scenes in true 12k in a few years once our hardware catches up.

                    6 days later

                    fenderwq > But it's not just VrBangers though, that's just one studio. It's more that we'll have a hard limit on how much we can improve over the next 2 (and who knows maybe 4) years.

                    Most studios still haven't even fully went 8k. SLR Originals just went back to 6k, WankzVR/MILFVR/BaDoinkVR/VRConk are all 7k.

                    So yes it is a hard limit for next couple years but like I said....8k hasn't even been perfected and if you haven't perfected content at 8k what good is worrying about 12k especially when you know there is no support for it across the board. By the time we have hardware/headsets and standards to support it then it makes sense. Studios are still dealing with trying to get an 8k camera that shoots 60fps with a correct IPD.

                    Focus needs to be on making 8k top notch(many studios are not even using 8k yet) and quite frankly studios to this day still have consistency issues with things like scaling and even basics like lighting and exposure. There are so many factors that go into making content amazing and resolution is just one of them.

                      fathergll I agree with most of that and am looking forward to studio's making proper 8k too.
                      It's just that having a limit also limits camera companies from pushing boundaries and who says creating a good 10k rig would be substantially harder than an 8k rig (if this limit wasn't there)?
                      I'm pretty sure a studio like Czech vr would have made a good 10k rig by now if people could actually play it back. I also was quite impressed by the first demo of the 12k vr bangers rig. But, hey. I've moved on. Let's get in the game for some top notch 8k!