Ultra-Low Persistence Display for VR Latency and Ghosting
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Solution Overview
Problem
Virtual Reality (VR) headsets cause nausea and dizziness due to latency issues, and gaming systems experience latency and ghosting problems due to asynchronous operations between cameras, games, and displays.
Innovation Solution
Implementing an ultra-low persistence display technology using OLED or μLED on silicon architecture, which modulates the duty cycle to send data in a shorter period, and synchronizing image sensors and displays with the game's frequency to reduce latency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If traditional display refresh methods are used in VR headsets, then the display can show images, but latency occurs causing nausea and dizziness
Solution Approach 1:
The patent implements ultra-low persistence display by using periodic pulsed backlight illumination instead of continuous lighting. The backlight is turned on only during specific time windows when image data is being displayed, creating a stroboscopic effect that reduces motion blur and ghosting while maintaining perceived brightness through high-frequency repetition of the pulse cycle
Solution Approach 2:
The system performs preliminary synchronization by capturing image data at precisely timed moments before display refresh, using predictive algorithms to anticipate the next required frame. This pre-positioning of image data in synchronization with the pulsed backlight timing eliminates latency and ensures the displayed image corresponds to the current head position
2Illumination intensity
If continuous backlight is used for display, then image visibility is maintained, but ghosting occurs due to persistence of vision
Solution Approach 1:
The patent implements ultra-low persistence display by using periodic pulsed backlight illumination instead of continuous lighting. The backlight is turned on only during specific time windows when image data is being displayed, creating a stroboscopic effect that reduces motion blur and ghosting while maintaining perceived brightness through high-frequency repetition of the pulse cycle
Solution Approach 2:
The system dynamically adjusts the backlight duty cycle and pulse timing based on the displayed content and detected motion. When motion is detected, the pulse width is reduced and timing is optimized to minimize ghosting, while maintaining sufficient illumination for image visibility. This dynamic adaptation allows the display to optimize between brightness and ghosting reduction in real-time
3Adaptability or versatility
If asynchronous operations are used between camera, game, and display, then system flexibility is maintained, but latency increases due to lack of synchronization
Solution Approach 1:
The patent implements a synchronization system that uses feedback from the game engine and camera timing to adjust display refresh timing. The system continuously monitors the state of the game and camera, and dynamically adjusts the display refresh rate and timing to maintain synchronization, eliminating latency while preserving the ability of each component to operate independently at its optimal rate
Solution Approach 2:
The system performs preliminary synchronization by capturing image data at precisely timed moments before display refresh, using predictive algorithms to anticipate the next required frame. This pre-positioning of image data in synchronization with the pulsed backlight timing eliminates latency and ensures the displayed image corresponds to the current head position
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
This approach significantly reduces ghosting and nausea by improving response times and synchronizing display refresh rates with game operations, eliminating the need for buffers and reducing overall latency.
Implementation Method 1
Implementing an ultra-low persistence display technology using OLED or μLED on silicon architecture
Implementation Method 2
Implementing an ultra-low persistence display technology using OLED or μLED on silicon architecture
Data Source
AI summary
In one embodiment, an apparatus having an integrated circuit made of substrate, at least three light emitters arranged on the substrate, and driver circuitry located on the integrated circuit, the driver circuitry to drive an ultra low persistence display to remove ghosting and nausea.


