Crystalizer :
Would minecraft even be possible. You would have to use tesselated cube for every cube in the world.
Well, no. As the article pointed out, modern games already make use of dynamic tessellation for adjusting the level of detail, based on the distance. That should still be the case, here.
beetlejuicegr :
We all know the era of 8 bit gaming where software developers had to surpass with their brilliant minds the hardware limitations.
Okay, but show me an 8-bit game that was more aesthetically appealing than its 16-bit counterpart. There were plenty of fun 8-bit games, but the technological constraints imposed huge creative constraints, as well. I'm sure there were plenty of deep games that couldn't be made, or didn't fulfill the creators vision, until 16-bit came along.
Gratz to these guys and i also see it as a slap on the hardware requirements the vr gear needs. GG
I don't mean to detract from what they've accomplished, at all. I agree with you that it's great.
But I think going too far to conclude that the PC VR hardware requirements are overkill. For VR to fulfill its potential, games and experiences can' be limited to environments with no dynamic lights or shadows. It needs to run at > 60 Hz. And tricks like time warping are needed to keep some users from getting sick.
Google's Daydream VR spec will be in between this one and the current PC spec. I suggest you pay close attention to the differences in the kinds of experiences available on each. It's going to be at least as big of a difference as there is between console generations.