Valve Bets Big On VR's Future: Still Innovating Hardware, Preparing To Launch Software

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Their strategy to involve third parties in the evolution process sounds very similar to what Microsoft has pitched in terms of VR/AR support being integrated with the the Win10 Creative Update, with various developers supposedly working on various hardware options (that we've yet to see).
 

Sure, but I limited my example to 4k, since all 4k monitors can still be considered relatively high-end, and require high-end graphics cards to play games at their full resolution, whereas with 1440p, some models are available for as little as $200 now, and only require mid-range graphics cards for playing games at their native resolution. I suppose if Steam checked for refresh rates, I could have used those as an example too though. In any case, even for all the 1440p displays that might be out there, they still only account for just 1.83% of the systems Steam is being used on (plus another 0.21% for 21:9 1440p), and many of those are undoubtedly lower priced models with standard refresh rates. The number of Steam users who have spent $500 or more on a monitor is probably not much more than around 1% or so. And of course, a monitor is used for almost everything you do on a computer, and many people view their monitor for a number of hours each day, so spending more on one can be more easily justified. Plus, monitors don't really become outdated all that quickly, and the monitors available a couple years from now probably won't be all that much different from what's available now. VR headsets, on the other hand, are likely to see significant changes in the coming years. And maybe more content would enable people to get more use out of them, but I can't see too many people wanting to use one of these first-generation headsets for many hours each day, since their ergonomics still need to improve.


It's not really so much of a GPU advancement, since foveated rendering is something that can be done on today's graphics cards. The current lack of headsets with eye tracking is the main limiting factor there, and of course it will require support on the software side as well. In a demonstration of foveated rendering that Nvidia did, using a method that was almost indistinguishable from standard rendering, they mentioned getting two to three times the pixel-shading performance. The exact total performance would depend on a number of factors, but it could be scalable, and there could easily be a quality slider to adjust how accurately the peripheral scene is rendered, or detail could even be adjusted on the fly to maintain steady performance. Using foveated rendering to display 4k per eye at 90fps is likely already possible using today's high-end graphics cards, and within a couple years, mid-range graphics cards should have enough power.



The game should be good on its own, but there are lots of things that are common in typical "good games" that don't translate so well to VR, and also some things that can work better in VR. Games where you are seated in a vehicle are a good example of what can work well in both scenarios, but that only covers a subset of games, and won't likely convince most people that it's worth investing $600 to $800 in a VR headset. However, VR can enable some things to work that might not otherwise work so well. For example, using motion controls, you can easily handle objects in precise ways. A game that places a focus on such object manipulation might not work particularly well outside VR, but that doesn't mean it can't be a good game in VR. Valve may be looking to create games that take advantage of the controls and immersion available in VR, without limiting themselves to those things that work on more-traditional setups.


Half-Life 3-D Tennis confirmed. : D
 
The real point of my comment was to suggest that the actual displays don't seem to be the hard part. I didn't want to water it down, by launching into a digression about things like foveated rendering.

I think you're too dismissive of the challenges of good foveated rendering. You really need accurate & fast eye tracking, and it has nontrivial interactions with things like ATW.

I'm skeptical of this. I think it could get awfully annoying to see blurry parts of the image, at the edge of your peripheral vision. And it wouldn't take much "chasing the blurry patch", before users would simply opt for a lower res display as a better experience.

Sounds like wishful speculation. Let's wait and see what is actually achieved.

Nice one!
 


In my country we get about the same treatment. Since we have a 50% import tax, add the shipping cost, the middle-man (importer) share, some publicity/advertising cost, and you can easily have twice or more the price of the original US$. For example, a Nintendo Switch (pre-order) costs about $850 from the most well known sellers. The Vive is around $1600. Of course, no official support on any of them.
 
WOW! 50% import tax? You don't have to answer, but I need to ask where?

Sounds like you should be able to finance a trip to the US, when building a new PC, for instance.
 


Hahaha, we also have the same tax if we bring stuff (bought overseas) with ourselves from a flight!
The country is Argentina. There are actual reasons for the tax, but it's still very excessive for any kind of technology, especially considering that US$1000/month (after taxes) is a good salary.
 
I'm sorry to hear that. I hope your situation improves, and they ease up on the import taxes.

Seems to me like such high import duties on tech products is like shooting yourself in the foot, as it's not like there are domestic alternatives, in most cases. It must stifle the technology industry, there.
 
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