Oculus Reveals Recommended Specs For Oculus Rift, Includes Core i5-4590 And GTX 970, R9 290

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Came here to make the joke above, already taken...

Anyway, specs seem reasonable. Lately we haven't had to many "can you run X" like we used to. A 970 an any i5 does every game really well. But with 4k and VR basically tripling GPU requirements, those high minimum specs might start to come back.
 


One would hope the system and associated software packages would take advantage of however many cores/threads were available in any given system.

-Wolf sends
 
"...at least an Intel Core i5-4590 (or its AMD equivalent) "

Wait, AMD has a 4590 equivalent? 😛

That was my first thought lol... Maybe they're thinking ahead.

AMD FX-8350 Eight-Core is better on Benchmarks...Noobs

No, it's not when it comes to gaming. The AMD CPU's always become bottle neck for high end GPU's. While the difference isn't huge, it wouldn't cut it for VA gaming. Maybe the next line of FXs will be good enough.
 
Since we're using pixels per second as a measure of demand, here is the Rift stacked with other common monitors:

1920x1080 @ 60Hz (124M) Std 1080p
2160x1200 @ 90Hz (233M) Oculus Rift
2560x1600 @ 60Hz (246M) Std 2K/Pro
3440x1080 @ 60Hz (297M) Extra Wide (Note: not 2x1080p)
1920x1080 @ 144Hz (299M) Gaming 1080p
3840x2160 @ 60Hz (498M) Std 4K
5120x2880 @ 60Hz (884M) Something I found on newegg and now want.
 
I bet my overclocked i5-3570K combined with my duel titan x's could handle it.

I guess that depends on if it requires Haswell's newer instruction sets; which it more than likely doesn't. It would be dumb on their part if it did.

from wikipedia's haswell architecture page:
New instructions (HNI, includes Advanced Vector Extensions 2 (AVX2), gather, BMI1, BMI2, ABM and FMA3 support).
 


Ah good point Vlad, guess I will have to research it in a little more detail when it's released.
 
Not likely, because AMD can also run Oculust, so not likely to need very special instruction sets.
Have to wait Oculust 2 for 4K or better... :-(
Well actually that resolution is quite nice, for these days.
 
Can you utilize an SLI/CrossfireX configuration?

-Wolf sends

I'm playing with an Oculus DK2 on my pc with dual R9 290's right now. It seems like having crossfire enabled will increase the frame rate, but in the game's that I have tried (Assetto Corsa and Project Cars) Crossfire just adds lag and some extra latency that is more likely to make you feel sick.

The Crossfire works ok in Assetto corsa on my 3 screen 27" 7680x1440 setup, it nearly doubles the fps. But in the Rift, it also adds other weird issues, such as shadows and effects that only appear in one eye...

I haven't tried everything to fix it though.
 
Can you utilize an SLI/CrossfireX configuration?

-Wolf sends

I'm playing with an Oculus DK2 on my pc with dual R9 290's right now. It seems like having crossfire enabled will increase the frame rate, but in the game's that I have tried (Assetto Corsa and Project Cars) Crossfire just adds lag and some extra latency that is more likely to make you feel sick.

The Crossfire works ok in Assetto corsa on my 3 screen 27" 7680x1440 setup, it nearly doubles the fps. But in the Rift, it also adds other weird issues, such as shadows and effects that only appear in one eye...

I haven't tried everything to fix it though.
That is a graphical issue with VR and having games not developed for it in mind. u probly need to turn off certain graphical options to get rid of that. try reflections first.
ive had that issue in a few games with certain things and once u turn off the option that controls those effects its normal.
 
im not sure how they came up with those specs cause i have practically identical specs and its not enough for a DK2, cant imagine it running better with a higher res and refresh rate like on the current prototype OR has been showing off for awhile, let alone a 4K version that i believe they will need to deliver the experience people expect and will demand.
 
Since we're using pixels per second as a measure of demand, here is the Rift stacked with other common monitors:

1920x1080 @ 60Hz (124M) Std 1080p
2160x1200 @ 90Hz (233M) Oculus Rift
2560x1600 @ 60Hz (246M) Std 2K/Pro
3440x1080 @ 60Hz (297M) Extra Wide (Note: not 2x1080p)
1920x1080 @ 144Hz (299M) Gaming 1080p
3840x2160 @ 60Hz (498M) Std 4K
5120x2880 @ 60Hz (884M) Something I found on newegg and now want.

I was just going to add:
2560x1440 @ 60Hz (221M) WQHD
2560x1440 @120Hz (442M) WQHD
2560x1440 @144Hz (530M) WQHD
 


Compared to my 7680x1440 @60Hz (664M) triple monitor setup, the DK2 seems to struggle more...
 
Priced it out...
Roughly $470 worth of upgrades needed for my system at this point to meet their recommended system specs.
R9 290 - $239.99
i5 4590 - $159.99
Motherboard - $69.99

Then you add in the cost of the rift itself...
 
Priced it out...
Roughly $470 worth of upgrades needed for my system at this point to meet their recommended system specs.
R9 290 - $239.99
i5 4590 - $159.99
Motherboard - $69.99

Then you add in the cost of the rift itself...
and i would say those specs are for running games at their minimum settings cause atm i cant even push the dk2 to max settings in most games with an r9 290 oc'd with a full cover waterblock on it.
 
"The GPU requirement is high to ensure that there is enough space in the processing to counter unexpected framerate issues when using the Rift."

I think you mean "enough performance in reserve", not "space in the processing".
 
If you're thinking about upgrading your system for Oculus Rift because you're worried about sufficient performance, think about that when the Rift is released. If SkyLake and Pascal are on the market, you'll have no problems getting a system that yawns at these system requirements. The 4670 which is just about equal to their 4690 was released almost 2 years ago (great job on Moore's Law there, Intel). It's unfortunate that AMD doesn't have a horse in the high end gaming race, but there's a pretty good chance that this will not be a problem by the time Rift is out.
 
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