Thursday, August 24th 2023

Sony Semiconductor to Release Large-Size, High-Definition 1.3-type 4K OLED Microdisplay for VR/AR Headsets

Sony Semiconductor Solutions Corporation (SSS) announced the upcoming release of the ECX344A, a large-size, high-definition 1.3-type OLED Microdisplay with 4K resolution which will allow for greater photo-realistic VR and AR experiences.

The new OLED Microdisplay is mainly intended for virtual reality (VR) and augmented reality (AR) head-mounted display applications. It delivers 4K resolution with a 1.3-type large-size display by employing miniaturization processes that SSS has achieved while developing camera electronic viewfinders (EVFs), as well as its own pixel drive circuits. A new high-speed driver circuit is included in the microdisplay to enable a high frame rate even at 4K resolution, allowing for smooth image quality with an enhanced sense of reality. Moreover, SSS's original pixel structure makes it possible to achieve both a wide color gamut and high luminance performance.
By providing this new microdisplay, SSS will help support new experiences with VR/AR head-mounted displays that deliver an incredible sense of reality immersion.

Main Features
Smooth image quality at 4K resolution thanks to original miniaturization process and pixel drive circuit
At higher resolutions and pixel counts, display devices typically show variations in characteristics such as luminance across individual pixels, resulting in image quality degradation. This new microdisplay, however, is made with optimized manufacturing processes and transistor layout, and also features a unique variation compensation circuit. This design helps address transistor characteristic variations, delivering uniform luminance even at 4K resolution to ensure excellent image quality. This new microdisplay also employs a new high-speed driver circuit which delivers smooth moving images at a frame rate of up to 90 FPS.

Integrating this kind of high-quality performance onto a 1.3-type, large-size microdisplay allows for imaging with wider viewing angles on targeted products.

Wide color gamut and high luminance thanks to original pixel structure
With conventional technologies, there was a tradeoff between color gamut and luminance performance, but the new microdisplay solves this by employing an original pixel structure that offers improved light-use efficiency while still expanding the color gamut. This design enables not only a wide color gamut that covers up to 96% of DCI-P3 color space but also a high luminance level, delivering a more immersive experience with realistic images when combined with high-definition pixel design.

Enhancing the characteristics and functions required by the targeted products
The new microdisplay features the following expanded characteristics and functionality specifically designed to improve the experiential value of VR/AR head-mounted displays.

When looking at the surrounding scenery in virtual spaces, latency and residual images can disturb the sense of immersion, making the brain feel like something is out of place. To provide smooth, clear graphics with minimal residual images, this microdisplay delivers up to a 90-FPS frame rate and shortens the image illumination time by 1/5 (20% duty drive) compared to an existing product. Meanwhile, it employs SSS's original technology to offer a 5,000 cd/m² high luminance level, helping to achieve a brightness of 1,000 cd/m² even with 20% duty drive, which is typically required by the targeted products, thereby ensuring both reasonable brightness and reduced residual images.
  • To display in 4K resolution, the targeted products employing this microdisplay must have high-level data processing capabilities. To reduce this workload, the microdisplay offers three display modes that can be selected to suit the application.
    • Normal mode: Displays 4K resolution input data, as is.
    • Upscale mode: Upscales 2K to 2.5K resolution input data to 4K for display. Lowering the amount of input data reduces the data processing workload of the product on which the microdisplay is used. It also reduces the need for the product to have high-level data processing capabilities, making it possible to support a wide range of application processors.
    • Foveated scan mode: Displays images in the center of the human range of vision at high resolution, lowering the rendering resolution toward the outer edges of vision. This helps maintain a sense of visual immersion while reducing the amount of transferred data by approximately 60%, reducing the workload of the image processor on the product using the microdisplay.
Source: Sony Semiconductor Solutions
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9 Comments on Sony Semiconductor to Release Large-Size, High-Definition 1.3-type 4K OLED Microdisplay for VR/AR Headsets

#1
Kyan
It remind me of how cathodic screen just don't have square pixel but blured point of color. It look like Sony have find a way to reproduce that with square pixel and it will be insane to have that on a VR headset for sure.
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#2
Ferrum Master
KyanIt remind me of how cathodic screen just don't have square pixel but blured point of color. It look like Sony have find a way to reproduce that with square pixel and it will be insane to have that on a VR headset for sure.
I am not sure this is something special...

It is rather slow. Viewfinder OLED screens like on A1 are 240Hz... also with the dynamic resolution con, that's an unfortunate thing. It is truly a mixed bag.
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#3
Aapje
That price must be wrong, since 150k yen is over one thousand dollars.
Posted on Reply
#4
Vya Domus
That zoomed in picture looks so fake it's hilarious.
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#5
Kyan
Ferrum MasterI am not sure this is something special...

It is rather slow. Viewfinder OLED screens like on A1 are 240Hz... also with the dynamic resolution con, that's an unfortunate thing. It is truly a mixed bag.
I don't understand, what is slow ? what is A1 ?
This is just a screen not a VR headset, nothing say that manufacturer of an headset with this screen will put dynamic resolution with eye tracking. But yeah 90Hz is kind of the bare minimum. My Rift S with it's 80Hz is just barely good enough, i'm holding on it until any good headset not made by meta comes out.
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#6
Philaphlous
Wouldn't 90fps give you massive headaches and be really choppy? I'd think with VR we will want at minimum 144fps if not 240...with refresh rates 240hz+... Never tried VR tho so I'm not sure
Posted on Reply
#7
Tomorrow
This is probably the one Apple uses on their Vision Pro headset.
Posted on Reply
#8
mechtech
AapjeThat price must be wrong, since 150k yen is over one thousand dollars.
Unlikely, new tech and/or quality over other items is typically more expensive.

I wonder if they will be able to apply this tech to larger screens in the future?
PhilaphlousWouldn't 90fps give you massive headaches and be really choppy? I'd think with VR we will want at minimum 144fps if not 240...with refresh rates 240hz+... Never tried VR tho so I'm not sure
Well movies used to be 24fps. I would think 90fps is fine, but the type of backlighting would be important, as in no PWM backlighting.
Posted on Reply
#9
Kyan
PhilaphlousWouldn't 90fps give you massive headaches and be really choppy? I'd think with VR we will want at minimum 144fps if not 240...with refresh rates 240hz+... Never tried VR tho so I'm not sure
My rift S is 80Hz and it works, it's at the edge of being not good for VR tho. 90Hz is still good enough, it's better to have more refresh rate but if the image quality is one the best or the best, it's not really a problem to have 90Hz.
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