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Re:Oculus Rift by malandrew on Thursday June 11, 2015 @04:51PM (#9702346)
Besides resolution, you also have to deal with the fact that the oculus rift really only works well with a dedicated GPU. It's going to be a while before it's a legitimate "mobile" solution.

I got a DK2 and have barely touched it because my Macbook Pro 13" just wasn't adequate enough.

Re:Oculus Rift by lhl on Thursday June 11, 2015 @09:01PM (#9703410)
While this may be true for high fidelity gaming, for moving some textured triangles around, mobile GPUs are fine. Also, they can (and do) perform much better clock-for-clock vs a PC (and especially a Mac) thanks to the ability to optimize drivers. For a fascinating discussion of the optimizations possible, Carmack's 2014 Oculus Connect keynote is well worth watching: https://www.youtube.com/watch?v=gn8m5d74fk8

This talk was a slightly long but very informative discussion of the various challenges in reducing latency and dealing w/ PC rendering: https://www.youtube.com/watch?v=PoqV112Pwrs