So what's an AMOLED pentile display? How is it different than an RGB display?
Pentile AMOLED displays use a nearest neighbor subpixel rendering to approximate a 1440p display but they aren't truly 1440p displays by the traditional standard. The pixels are aligned in a crisscross and there are an uneven number of subpixels. This allows it to simulate a 1440p, 1080p and 720p display more smoothly than a RGB grid would since there is a natural anti aliasing effect. This appears as a fringe or halo giving the image a more natural ink like quality.
If we were to ignore the green subpixels, the display only has enough red and blue subpixels to render a 1 to 1 output of 1080p. There are however twice as many green subpixels, each being about half the size of a red and blue subpixel.
The reason the green subpixels are doubled is because the green subpixels require the most energy and burn out faster.*
In 1080p every 2 green subpixels simulate one subpixel unit averaging the brightness between them. This allows for a lot slower wear on your screen.
With 2 green subpixels combined it is about the same size as a single blue or red subpixel. This gives you a true RGB display at 1080p that is more efficient and resistant to wear.
At 1440p all that happens is that the 2 green subpixels are allowed to be controlled separately therefore each can burn more brightly and vary individually adding a tiny bit more clarity.
That's why the difference is so surprisingly minor although technically you're just about doubling the amount of actual pixels being handled by the GPU, the way it renders on this display you really only gain 1 sub pixel per pixel.
The screen should really be called 1080p and a third.
It's "true" resolution is actually 1080p though with a wear resistance mechanism that also conveniently allows for a tiny boost of clarity that is really more noticeable in vr.
So to recap, the screen is entirely different than RGB and imitates an RGB display through the use of optical illusions.
Tldr: The pixel layout allows for a smoother more flexible natural anti aliasing effect that gives the pixels a similar bloom to ink. Since it uses subpixel rendering to imitate an RGB display, 720p, 1080p and 1440p are all averaged into the pixel matrix using subpixel rendering. As opposed to being crisp whenever the resolution is an even fraction and blurry when it isn't like on RGB displays, each resolution only changes the amount of fringing. The only resolution where there are an even number of pixels is 1080p however it is considered a 1440p display because of the number of green subpixels which allow for it to accommodate more output than 1080p but not quite as much as a full 1440p RGB display. And that's why 1080p is the optimal default resolution and 1440p is optimal for VR.
Added: here's a zoomed in image of a pentile display
https://www.oled-info.com/files/sty...ile-matrix-subpixel-closeup.jpg?itok=WOBPq9cq
Here's a video I shot of an S7 and an S8 one at 1080p and the other at 1440p
https://youtu.be/PzT5C5S5LHM