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posted by Fnord666 on Sunday December 23 2018, @04:44AM   Printer-friendly
from the hi-res dept.

New 8K OLED Displays for Tablets and Laptops: 8.3 and 13.3 Inches

Semiconductor Energy Laboratory, a technology developer from Japan, has developed the industry's first 8.3 and 13.3-inch OLED displays featuring an 8K resolution. The monitors use crystalline oxide semiconductor technology and they are likely preliminary designs for future product commercialization. The company also recently showcased a bendable 8.6-inch OLED panel, potentially for a foldable tablet or smartphone.

Both of SEL's OLED panels featuring a 7680×4320 resolution use a color filter that relies on CAAC-IGZO (c-axis aligned crystalline indium gallium zinc oxide) material. The 8.3-inch 8K panel [boasts] a rather high pixel density of 1061 pixels per inch and has a refresh rate of 60 Hz. The larger 13.3-inch 8K panel features a pixel density of 662 PPI, but has a refresh rate of 120 Hz, which is particularly high for an OLED. The 8.3-inch 8Kp60 OLED was demonstrated last month at SEMICON Japan, whereas the 13.3-inch 8Kp120 OLED currently exists only in SEL's labs.


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  • (Score: 2) by Immerman on Monday December 24 2018, @01:49AM

    by Immerman (3985) on Monday December 24 2018, @01:49AM (#777985)

    That's some cool stuff, and a great way to compensate for rendering latency as much as possible, but it's completely independent from variable screen refresh technologies like freesync/gsync, which require hardware support for variable refresh rate. Essentially they're a way to eliminate the "tearing" of non-vsynced rendering by reversing how v-sync works. Instead of trying to sync the rendering engine to a fixed hardware framerate, it syncs the display updates to the rendering engine's infinitely variable output framerate.

    And in fact one of the justifications for a high-framerate gaming monitor (at least among those for whom money *is* an object) has long been to allow a wider range of target framerates, since a monitor can essentially display at any integer divisor of its native rate. A 60Hz monitor can only display at 60 and 30Hz - 20Hz is solidly below the perceptual threshold of continuous motion, and even 30Hz is obviously sub-par to most people. A game driving a 120Hz monitor though can target 60, 40, or 30Hz, allowing for more options in the tradeoff between visual quality and speed. 240 would be even better, as it can target 120, 80, 60, 48, 40, 34, and 30. And of course it also helps with stuttering, which is the visual disruption created by shifting between those effective rates when the next frame isn't quite ready in time. The smaller the difference in frame duration between steps, the less obvious the stutter will be.

    With a "reverse v-sync" display, that's eliminated as much as possible. If a rendering engine can only manage 57Hz this frame, and 54 the next, then the display refresh rate is just reduced for each frame to match.

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