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by Pxl_Buzzard 4041 days ago
I think the problem is that they have "blockers" that aren't quick to solve, and in the meantime other areas of the company are doing all of what you said.

Perceived blockers for a mainstream release:

* Wireless headset with feature parity of the current wired headset

* A large amount of VR content that doesn't require hacking configuration files or video drivers to work

* Minimal-to-no hardware upgrades for consumers after the purchase

I'm with you that I would rather see a release sooner than later, but I'm not a normal consumer. You aren't going to attract users if they need to spend more money or spend time changing their machines to make VR work.

1 comments

I don't think there is any way around the hardware requirement if you want any kind of decent graphics experience. You need to calculate each scene twice (once for each eye), otherwise you're not going to get stereo vision.

And unless you want to view your minecraft world in 3D, that's going to result in hefty hardware requirements.

Definitely. The target specs[1] they announced are pretty beefy: NVIDIA GTX 970 / AMD 290 equivalent or greater, Intel i5-4590 equivalent or greater, and 8GB+ RAM. However, now that there is a target that means that tech will only continue to get cheaper/better from this point forward, so the longer a consumer waits to purchase the Rift the less likely it will be that they need to upgrade their hardware to use it.

1. https://www.oculus.com/blog/powering-the-rift/