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Re:Oculus Rift Pre-Orders to Open on January 6 by moron4hire on Monday January 04, 2016 @01:57PM (#10837631)
The hardware requirements are a marketing gimmick. They aren't "requirements". What works in AAA games to make "good" looking graphics often fundamentally breaks down in VR anyway. It's no different of an equation than we've ever had: set your polygon budget and stick to it. Compelling experiences will be had on lesser hardware. There is a lot more to the world than Call of Halo 15.

Or not. Give it a year and it won't matter. Today's top-of-the-line tech is tomorrows middle-of-the-road. And if you saturate the market in the first year, who will you sell to then?

There are a lot more tech geeks on Windows than you think. Get out of your bubble sometime and you might see that there are probably more of us than there are of you.

The games aren't there? The games aren't where? Where is this "there" you're talking about? I keep hearing people talk about this "there", but I've been playing games in VR for over a year now and been enjoying the heck out of myself. I think you mean to say "the games are here already, and only going to get better".

Re:Oculus Rift Pre-Orders to Open on January 6 by Arelius on Monday January 04, 2016 @02:28PM (#10837862)
The hardware requirements are based on the 90 FPS requirement for good feeling VR. That extra 5ms of savings is quite difficult in a lot of experiences. And even without all the "good" looking graphics requires quite a serious amount of rendering hardware to get consistent, which is very important.

You're not going to get the standard AAA experience level graphics in VR, you're talking about a ~20ms difference in render time, with twice the amount of view to render (In polygon processing at least) But good VR is very sensitive to hardware performance.

Re:Oculus Rift Pre-Orders to Open on January 6 by moron4hire on Wednesday January 06, 2016 @10:19AM (#10850910)
>> 90 FPS requirement for good feeling VR

This is not a requirement. It's a nice-to-have. 60fps is good enough for most people. 75fps is good enough for the vast majority of people. And asynchronous timewarp largely makes the issue moot, too.

Regardless, Microsoft bought Mojang for $2.5 billion dollars. Zynga has a market cap of $2.4 billion. I think the era of AAA games like Call of Duty being your main cash-cow are over.

You don't need to spend anywhere near all of your cycles to make a good VR experience.