photonboy :
alidan :
Such a shame for VR. It really is very necessary to have really high resolution displays, and really high framerates, and really good detail rendered. VR is awesome tech, but it really is going to demand just the highest-spec hardware to give the best experience.
i speak as someone who had 320x240 per eye vr on their head when it was still crts, people speak of screen doors, i had what should have been the worst screen door effect on my head possible, yet it was not really noticeable in motion. it's a lot like how i see jaggies, moving to 1920x1080 from ps1 and dos games like carmageddon in software renderer (what i see as the best way to render and play the game) i don't see jaggies as an issue and they are pretty much unnoticeable while games are in motion without aa. i personally don't think i will move to gaming at higher than 1920x1080/1200 till the processing requirements for higher resolutions are trivial.
what i don't like is how much vr is pushing the resolution higher and higher, while knowing damn well almost no one has the processing power to deal with it, sure i could probably set the resolution lower and it will scale... but you play a game at 720p full screen and tell me that looks good? hell, if you have an actualy 720p display, play it on that and mirror it to the higher res one, it scales like crap.
im hopeing someone makes quality vr hardware but puts in a low resolution screen, that seems like it would have the best balance between quality and playability right now.
I personally think they're doing it right. VR is meant to be an immersive experience, so why make the incredible hardware and software commitment but then put in a low-res screen and break presence?
Don't forget the screen is pretty close to your eyes so pixel density is even more important than ever.
The resolution isn't amazingly high for the Oculus Rift either because it's the per-eye resolution not total number of pixels, and even within that the closeness to eye means the edge pixels don't contribute the same way as a computer monitor or HDTV would further out.
(I'm not sure what that effectively works out to but I believe it's less than 1080x1200. Remember this is 3D so the GPU has to create 2x 90FPS outputs to drive this.)
There's already a minimum cost associated with the screen (90Hz, low-refresh to reduce nauseau), sensors, headphones etc.
The $600USD cost for the OR is what it costs Facebook to make. They aren't making any money.
Finally, GPU's will continue to advance. In fact, we have new GPU's coming later this year which will help drive down prices. In 2017 we may see a Zen/Polaris APU capable of meeting the min spec for VR that is fairly cheap, maybe even in a notebook.
Anyway, IMO the OR has been done exactly right for a first-gen consumer product of VR. It's a high quality product which is arguably reasonably priced and the GPU cost isn't prohibitive. Had they launched a low-resolution screen I think a lot more people would have complained about pushing VR headsets that we'll have to turn around and replace in short order because they aren't good enough.
Other:
If you want a low-cost entry into VR there will be cheaper options for smartphones, and probably on PC we'll see cheaper VR units though they may have issues if not updating at low-latency, min 90Hz.
first off, a lower resolution screen would require less hardware.
second, with the screens being close to your face, well aware, had 320x240 really close to my face a long long time ago, its what originally made me excited for 3d, but then the first thing to come out was nvidias 3d that required vista, i was willing to drop enough money for the 3d glasses, new monitor, new gpu/cpu, but i was not going to use vista, and remember this was pre patched and working vista, by the time something not crap came along, my willingness to dive into 3d and my budget didn't allow for it to happen as vr was set to be happening soon... yea many years later and im still waiting on it.
90hz i'm fairly sure is higher refresh rate than 60
as for the screen, i would rather it be an off the shelf from a cellphone then custom made just to save on the cost, while im at it im really doubting the 90hz required claim too. im fairly sure i get simulator sickness, or at least its the closest thing that can explain why some games make me feel like crap, when i was a kid still playing n64, certain games hit me worse than others, one of them was glover. i know from first hand experience that you are able to power through that to the point its not a bother, there is probably no way in hell ill ever have a computer that will consistently push 90fps on anything new unless gameing just stagnates graphics for a while (and lets be serious here, they never will, look at the ps4 and one, neither system can get devs to stop pushing graphics so they can hit 1080p 60, what hope does pc have of ever getting a well done port with no issues that makes it perform worse than consoles where we have to throw hardware at it to solve the problem... or getting crap like gameworks added to purposely screw with how well a game runs) so i really want to have a vr headset for a few days just to see if i can get use to something like 5fps gameplay in vr (tower of guns has a bug where the longer your pc is on, the worse it plays, beat the game while it was going at 5fps... not fun but still proud of being able to do that)
yea, i don't believe it costs 600$ to make it, but we will know for sure when there is a breakdown.
yea, like i said above, there is no way in hell game developers will stagnate games for us... hell, 90 per eye, how many games currently run at 180fps at 1080p? may not be the best comparison as im sure the cpu load wont be as high as trying 90fps across 2 points of view, but still, even 90 is hard to push games to without either toning the game down to lowering the resolution, im not expecting miracles from zen or polaris, unless it comes with a standard clock rate of 4.5ghz, you will still need to oc the cpu, and as for the gpu... the high end may be able to do 4k 60 on a single gpu with minimal reduction in settings, but even then you are looking at a 600+$ gpu, along with a 350+$ cpu, around 100$ in ram not to mention whatever they charge for the motherboards, the price isn't getting driven down by much, and on the cpu side not at all. dx12 and vulcan should be able to get some more juice out of the cpu, but lets be honest, its going to be all on nvidia if anything happens, if they make an async architecture or not if that gets taken advantage of.
people are complaining that they don't have 4k monitors for them to use yet, and there are people complaining that they aren't using 4k per eye... you will always have people who complain that its not high enough end. also this is the first gen of vr, resolution doesn't matter they will be replaced in short order with newer or possibly even higher end versions.
yea, vr on smartphones is pointless, do not care about it, and if i remember right as of now, the only vr thing for phones is gear vr and it requires a 600-800$ phone.
as for lower end vr for pc, probably going to have to hope someone jumps in with a lower end solution, because the high end ones arent going to cut it for quite a while.