faetal on 7/5/2015 at 07:52
Is VR really so system intensive?
Thirith on 7/5/2015 at 09:05
It's mainly a matter of resolution and FPS, from what I understand. The Oculus Rift devkit 2 has a resolution of 1920x1080, if I'm not mistaken, and that's for two eyes, so each eye has less horizontal resolution. As a result, while the display is an improvement over DK1 it's still fairly low-res, and it's expected that they'll want to up that for the consumer version. I don't think they've revealed the final resolution, but I'd imagine that it'll be similar to 4K in terms of the number of pixels that need to be handled.
Add to this the FPS and latency; the lower these are, the worse the overall experience in VR. I believe that the solutions currently in development specify ideal framerates of 75-90 fps to make the experience reasonably smooth and reduce 'VR sickness' (which, as far as I know, is so much more of an issue than the motion sickness some people get with a 2D display).
tl;dr: VR will have to output at a higher-than-normal resolution, with fairly high, consistent framerates, which translates into heftier requirements for our poor PCs.
faetal on 7/5/2015 at 11:52
Good to know. Given my recent infatuation with Elite Dangerous, I was thinking a VR unit would be high on the list of envy items, but I think I may need to attend to a more powerful machine first.
sNeaksieGarrett on 8/5/2015 at 02:44
Yep, surprise news/good news.:D
But, will definitely have to give it some time before jumping on the bandwagon so to speak... be an educated consumer and all that.
I've also heard that it's going to be over 200 dollars (read that on a polygon article) so it's definitely not cheap. (But then again, who ever thought it would be?)
Thirith on 15/5/2015 at 18:23
Today's Oculus Rift mailing mentions the following requirements for ideal performance:
Quote:
For the full Rift experience, we recommend the following system:
* NVIDIA GTX 970 / AMD 290 equivalent or greater
* Intel i5-4590 equivalent or greater
* 8GB+ RAM
* Compatible HDMI 1.3 video output
* 2x USB 3.0 ports
* Windows 7 SP1 or newer
Vae on 15/5/2015 at 21:56
Quote:
The CV1 will run at 2160 x 1200 @ 90Hz.
This announcement is a major disappointment to many in the development community, as Oculus has decided to take a step back from their 2014 "Crescent Bay" prototype, which I and other developers first experienced at Oculus Connect, back in September. We were told that this prototype (2560 x 1440 @ 90Hz, providing nearly 50% more resolution) would represent the specs for the CV1, with a hint of even greater resolution coming, if possible.
This unfortunate circumstance will diminish the impact and presence that many cutting-edge devs hoped to deliver for their high-end experiences.
However, even with this unwelcome, resolution downgrade/presence-diminishing news, I can assure you that there will be high-end virtual experiences for the CV1 that will require at least a GTX 1070/dual 970 (or AMD equivalent), in order to have the "ideal", uncompromised experience that the developer intended.
Fafhrd on 16/5/2015 at 02:51
Huh, that's weird. I guess they figured that since the Vive is only doing 1200x1080 per eye that they can get away with a 2160x1200 panel. But the Vive is a dual-display solution, so the actual pixel density per-eye will (probably) be higher than Oculus will have with their single panel set up (unless that's changed? It's kind of confusing. The blogpost says 2160x1200 "split over dual displays," but all the previous incarnations of the Rift have gone for a single split panel. The Vive specs are specific about it being one 1200x1080 display per eye instead of going with the combined resolution.)
Quote:
Our development for OS X and Linux has been paused in order to focus on delivering a high quality consumer-level VR experience at launch across hardware, software, and content on Windows. We want to get back to development for OS X and Linux but we don’t have a timeline.
Damn. They've really ceded the field to Valve on this one, haven't they? SteamVR APIs already support OSX and Linux, so that'll definitely be in place at launch for the Vive.
Price is really going to be the deciding factor for everyone, but Vive has the hand tracking solution that Oculus still lacks.
Vae on 16/5/2015 at 10:35
Quote Posted by Fafhrd
Huh, that's weird. I guess they figured that since the Vive is only doing 1200x1080 per eye that they can get away with a 2160x1200 panel. But the Vive is a dual-display solution, so the actual pixel density per-eye will (probably) be higher than Oculus will have with their single panel set up (unless that's changed? It's kind of confusing. The blogpost says 2160x1200 "split over dual displays," but all the previous incarnations of the Rift have gone for a single split panel. The Vive specs are specific about it being one 1200x1080 display per eye instead of going with the combined resolution.)
The CV1 will have separate 1080x1200 dual displays...just like the Vive Dev Kit.
Quote:
Damn. They've really ceded the field to Valve on this one, haven't they? SteamVR APIs already support OSX and Linux, so that'll definitely be in place at launch for the Vive.
Yeah...not good for Oculus.
Quote:
Price is really going to be the deciding factor for everyone, but Vive has the hand tracking solution that Oculus still lacks.
Price will be their competitive angle...Although I have caught wind they have their own custom input solution that will be revealed later this year...Time will tell.
faetal on 20/5/2015 at 21:05
...and to show how comfortable the experience is, witness our model's extremely bloodshot eyes.