kcarbotte :
VR doesn't need an average of 90fps, it requires a minumum of 90fps.
There's big difference there. When the game dips to 60fps, even for a moment, its very discernable in a VR HMD.
You also got your math wrong.
2160x1200 @ 60Hz = 156M pps
2560*1440 @ 60Hz = 221M pps
2160x1200 @ 90Hz = 233M pps
But you also have to consider that the GPU can't let the frame rate drop, so it would actually average well above 90fps if frame synchronization wasn't in the picture.
VR is just hard on your GPU.
Thanks for the response. Epic maths fail there on my part... that's embarrassing!
I hear you about the minimums and I can't seem to find any benchmark list that reports minimum fps, but according to hardware.info even the lowly gtx 960 can
average 120fps at medium settings at 1440p. Maybe there are frequent dips below 90fps, I don't know. Irrespective, it seems fair to conclude that a 960 provides a fantastic experience at medium settings on a 1440P @ 60hz monitor, yet the roughly 3 x faster 1080 has to settle on the same medium detail settings for VR, despite the similar pixel-per-second demands of each display.
I suppose what I'm actually wondering is whether VR is inherently more demanding than a 1440P @ 60hz display, or is it just that we need to shift from average to minimum fps to gauge VR performance? If you measure raw FPS, is VR similar to 1440P?
I realise this is a news post not a full review, so not expecting concrete testing/answers here. But given the rise of VR, I'd certainly be interested in this featuring in future articles, particularly alongside the CPU aspects (which you mention as a possible culprit for the 1080 results). What's the impact of positional tracking on the CPU? Do more cores help? All interesting questions which I don't believe have been explored much as yet... if they have, post me some links!