Re:Inventor May Have Cured Motion Sickness Without Drugs
by TipVFL on Monday December 17, 2018 @09:35PM
(#18704119)
We're getting very close to high quality and inexpensive eye-tracking technology that will make it cheap and easy to implement foveated rendering in VR headsets (basically, only rendering high quality where your eye is looking in a completely unnoticeable manner). That will really drop the hardware requirements and make high field of view/high resolution headsets totally doable.
It's an exciting time for VR.
Re:Inventor May Have Cured Motion Sickness Without Drugs
by ZeikJT on Thursday December 20, 2018 @10:28AM
(#18725665)
You are, of course, expecting a certain level of detail in games to have this kind of limitation. I would expect a game like Rez (PS2) to be easily runnable in super high resolutions. Obviously games like RE7 and Fallout 4 wouldn't run without significant changes and engine optimisations, but I could live with simpler looking games.
Re:Inventor May Have Cured Motion Sickness Without Drugs
by nuguy on Monday December 17, 2018 @08:18PM
(#18703809)
Just because a headset has high resolution and therefore complete fov coverage and no screen door, does not mean that it has to be utilized. If someone has a weak computer they can render a lower resolution and smaller area and scale it. Every headset should be capable of high resolution because anything less than that is not compelling vr. Multiple gpus is fine.
GPUs are the technological limit.
The Vive and Rift push 2160 x 1200 pixels at 90Hz. 90Hz is the bare minimum speed for VR. Nvidia's new RTX 2080 Ti (retail $1,200) cannot maintain 90Hz at 3840x2160 in most games. Two in SLI probably could, but that is much more expensive than the original Vive/Rift CV1 GPU requirements were. We are several generations of GPUs away from being able to double the VR resolution while maintaining 90Hz for less than $600 worth of hardware.