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by max76 2740 days ago
> Extremely high resolution and full field of view coverage are absolutely required. There is no technological limit that is stopping a headset like that from existing, and yet it doesn’t.

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.

3 comments

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.

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.
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.