I wonder what the math would look like to properly render 3D scenes onto a curved display. Could it be accelerated as well as the regular matrix operations used for perspective projection onto planar screens?
During the pandemic I did try out my 4K TV as a game monitor. I had a combination of furniture so that I could sit rather close with my eyes approximately half way up the screen, with a keyboard and mouse in a reasonable position. Then, using an older FPS game I got it to where my laptop GPU could hit good frame rates and I adjusted the game's viewing angle to match how the screen fit my field of view.
It was deeply immersive in spite of me being so close I could "see the pixels". The only time I've felt more immersive was demoing Quake in a 3 wall + floor CAVE at a national lab decades ago.
> I wonder what the math would look like to properly render 3D scenes onto a curved display. Could it be accelerated as well as the regular matrix operations used for perspective projection onto planar screens?
The math is pretty simple to account for a curved viewport, even though I don't think any apps actually care about that. Most displays aren't curved enough to make it a meaningful difference.
We don't have fixed function pipelines anymore either so that could definitely be handled by hardware.
During the pandemic I did try out my 4K TV as a game monitor. I had a combination of furniture so that I could sit rather close with my eyes approximately half way up the screen, with a keyboard and mouse in a reasonable position. Then, using an older FPS game I got it to where my laptop GPU could hit good frame rates and I adjusted the game's viewing angle to match how the screen fit my field of view.
It was deeply immersive in spite of me being so close I could "see the pixels". The only time I've felt more immersive was demoing Quake in a 3 wall + floor CAVE at a national lab decades ago.