Abhorrent VR requirements

(I'm venting a bit of my sadness here, and I'm fairly new with this VR stuff. Just saying)

Ok probably you guys already stumbled on this:

http://www.ibtimes.co.uk/ces-2016-n...rful-enough-run-virtual-reality-games-1535957

Right. So, I have an i7-2600K with 8GB of RAM and a new (NEW!) AMD Radeon 390X. Pretty much the equivalent of the GTX 980. So, I've paid 500€ for an obsolete card? What astounds me is why the heck some technology comes up only to the GPU manufacturers to say "Hey I'm sorry but you need a card 7 times more powerful! Thanks for you money. Come again". That stuff "Ready for VR" is just a label for them to sell more of their products. That's just disgusting. So that means I have to pay 3000€ for such graphic card? Because if I pay *now* 500 for an excellent GPU (monitor performance that is) what extra will I have to play for a VR card?

//Rant mode off. Switching to common sense.

I know that VR it's on its early days and it will probably not be a worthwhile maximum experience for a long time. For years I've lived with scavenged computers with low-med GPUs. Now that I can afford better hardware it just ticks me off to see a 500€, 3 months old card like mine, to run low on anything. (Don't crap on me. If we are gamers, then we pay for a high end GPU for high end results. Period. Probably it's just me, who values eye candy too much, even to a point of lowering resolution to maintain them.)

And what about DX12? Wasn't stated that DX12 ready cards will have a huge performance boost with it? Will that boost help VR users? (Yes I'm aware of game DX current support)

Hell, by the time VR is worthwhile probably it will be time for buying a new card too. So this issue solves herself.

I was about to post this in the "VR minimum specification for Elite Dangerous" but I'm decided to create a whole new thread.
 
mmm, My GTX 980 runs my DK2 no problems at all smooth as a babies butt on my 5960k (The CPU is not the factor here)

Full graphics and super sampled to 2700 mode, no issues.

I expect my 980 will handle the CV1 and I "may" have to change the eye candy or resolution a little to cope.

I think you are jumping the gun especially since you have never tried VR.
 
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Well you had to dish 3.5k $ out for this once =p

ancient_computer_ads_640_06.jpg


I dont see what's so bad about this, all hardware lasts only for a while. Actually it's been pretty stagnant last couple of years as you could basically build a budget gaming pc for less than 500$ which'd handle 1080p gaming just fine what is enough for most of casual gamers.

So I for example am kinda excited to see how VR will affect upcoming hardware solutions, of course it will cost us but generally all tech prices eventually come down, so let's see what next couple of years are going to bring us :9
 
VR is tough to do, it takes a lot of graphical power to create a viable artificial reality. I presume that Oculus could have built a much higher resolution headset had they wanted to because the disolays are available BUT they wouldn't have been able to sell them yet because very few people have the PCs to drive such a thing. The CV1 is a compromise based on what a lot of people can do and it gets mediocre results but reasonable sales. If they made a device that all PCs can run then it would have digital watch displays for each eye. I had to buy a Titan-X for £900 to upgrade my PC to Rift ready status (and I have a Rift preorder), I could just about afford that so it didn't bother me and I certainly didn't think anyone was trying to con me in the process ... this is what it TAKES to do the job!
 
Just think, Almost every game up to VR has to rendered from a single fixed point, Ie, the fixed players point of view, Fixed, it dosent move, And now, with VR, that suddenly fixed reference point is moving around completely at random and that also now has to be added to all calculations,

So you can see why the specs need to be so much higher?
 
Fove rendering will fix the ever climbing bandwidth requirement. But I do not think it will be affordable for the masses until HMDs generation 3 at the very least. CV2 or equivalent will have the first iteration of focal rendering at a large premium, and by the time the next version comes around it will be a lot less expensive - so 3 to 5 years down the road if we use the console refresh model.
 
Why is your 390 obsolete? Can't it run windows or even ED now?

More to the point, why complain at VR technology? Have you never bought a higher resolution monitor, which by definition would require more resources, or buy a new game that had new and snazzy visual effects which again sapped resources?
Of course an easy solution would be to install an original version of Elite, which your obsolete card should you have issues with.
 
http://www.ibtimes.co.uk/ces-2016-n...rful-enough-run-virtual-reality-games-1535957

Right. So, I have an i7-2600K with 8GB of RAM and a new (NEW!) AMD Radeon 390X. Pretty much the equivalent of the GTX 980. So, I've paid 500€ for an obsolete card? What astounds me is why the heck some technology comes up only to the GPU manufacturers to say "Hey I'm sorry but you need a card 7 times more powerful! Thanks for you money. Come again". That stuff "Ready for VR" is just a label for them to sell more of their products. That's just disgusting. So that means I have to pay 3000€ for such graphic card? Because if I pay *now* 500 for an excellent GPU (monitor performance that is) what extra will I have to play for a VR card?

I'm not sure what you're upset about, since that's their competitor marking their own products, and your Radeon is modern enough it should work (but you can always run a benchmark to make sure). That said, NVidia did put a lot of effort into optimizing their cards for VR, and to be fair people who want to run CV1 or the Vive will need to buy a new card if they haven't bought a good one in the last year.

Read it again, they said only about 1% of PCs are capable of running the Oculus minimum requirements. You already have one of those 1% GPUs, so again what's the problem?
 
I built my current rig back in 2011..it's does VR just fine..that article is crap.
That article is spot on. Yes you can run current VR headsets but the resolution is terrible. To run VR without screen door resolutions it will take much more powerful hardware than we currently have.
 
I still wonder how the heck ED horizons is going to run wthout sickness in VR, when right now, it's impossible for me to have 60 frames stable with a 980ti. & 1440p (VR needs 90!!!! )I want to believe, really but i have to be blind to spend around 1000 $ CAD (just in the device) and have faith it will be worthly.
 
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ED on the Rift can be smooth at less than 75 or 90 FPS.

Ansynchronous Timewarp (available via the rift driver, and nVidia VR toolset and so I read, SteamVR) could help run ED at less than 90FPS but still be smooth. (if the DEV team would implement it)

Its a software trick where, if your CPU and GPU are about to miss a vSync (and a refresh of the display with the next image), you modify the previous image, rather than create a whole new one.

I believe Anynchronous means that it runs in parallel with the rendering process and a decision is made just before screen refresh to decide whether a new image is ready, or should we use a warped copy of the last image displayed. So while your hardware is only generating say 50 new frames a second, the Rift/Vive is still receiving 90 refreshes a second, but some of these are virtual refreshes (pardon the pun). It's very clever, and forgiving, and can reduce the demand for the maximum spec PC to get good results.

I am trying to mount some awareness about this feature already available and working very well in other Apps like "FlyInside", where you get smooth results as low as 30FPS in the DK2.

https://forums.frontier.co.uk/showthread.php?t=222556
 
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I still wonder how the heck ED horizons is going to run wthout sickness in VR, when right now, it's impossible for me to have 60 frames stable with a 980ti. & 1440p (VR needs 90!!!! )I want to believe, really but i have to be blind to spend around 1000 $ CAD (just in the device) and have faith it will be worthly.
You must be doing something really wrong since I can get stable 75 in DK2 with 970
 
dk2 is 1080p, that is quite a difference in pixels from 1440p. 78% more pixels at 1440p.
At 75fps at 1080p you are doing 155,520,000 pixels per second. Which means you would get a stable 42fps at 1440p on your PC. Nowhere near 60fps.

If you want a solid 90fps at 1440p you could need a pc that can do 160fps in 1080p.
 
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Fove rendering will fix the ever climbing bandwidth requirement.
I backed the FOVE on KS and am getting one as a result, but am buying a Vive on release. FOVE does eye tracking, but not head tracking to the best of my knowledge and is therefore useless for E: D (save for seeing what I normally see on my monitor). FOVE will have uses, but is not my first VR choice for E: D.

Edit: FOVE does have head tracking. Sorry about that.

http://www.getfove.com/
 
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At 75fps at 1080p you are doing 155,520,000 pixels per second. Which means you would get a stable 42fps at 1440p on your PC. Nowhere near 60fps.

Don't forget, the DK2 is actually rendering higher resolution than the screen (to accommodate for warping the image), and rendering two separate targets (one for each eye).
 
(I'm venting a bit of my sadness here, and I'm fairly new with this VR stuff. Just saying)

Ok probably you guys already stumbled on this:

http://www.ibtimes.co.uk/ces-2016-n...rful-enough-run-virtual-reality-games-1535957

Right. So, I have an i7-2600K with 8GB of RAM and a new (NEW!) AMD Radeon 390X. Pretty much the equivalent of the GTX 980. So, I've paid 500€ for an obsolete card? What astounds me is why the heck some technology comes up only to the GPU manufacturers to say "Hey I'm sorry but you need a card 7 times more powerful! Thanks for you money. Come again". That stuff "Ready for VR" is just a label for them to sell more of their products. That's just disgusting. So that means I have to pay 3000€ for such graphic card? Because if I pay *now* 500 for an excellent GPU (monitor performance that is) what extra will I have to play for a VR card?

//Rant mode off. Switching to common sense.

I know that VR it's on its early days and it will probably not be a worthwhile maximum experience for a long time. For years I've lived with scavenged computers with low-med GPUs. Now that I can afford better hardware it just ticks me off to see a 500€, 3 months old card like mine, to run low on anything. (Don't crap on me. If we are gamers, then we pay for a high end GPU for high end results. Period. Probably it's just me, who values eye candy too much, even to a point of lowering resolution to maintain them.)

And what about DX12? Wasn't stated that DX12 ready cards will have a huge performance boost with it? Will that boost help VR users? (Yes I'm aware of game DX current support)

Hell, by the time VR is worthwhile probably it will be time for buying a new card too. So this issue solves herself.

I was about to post this in the "VR minimum specification for Elite Dangerous" but I'm decided to create a whole new thread.

DX12 needs to be implemented in game. It's not something you automatically get a boost from just by having DX12 GPU. The performance boost can be significant with DX12 but you know all that happens is the graphics expand to fill the extra bandwidth. I haven't heard any mention of it coming to Elite yet. Star Citizen is supposed to be getting it.
 
DX12 needs to be implemented in game. It's not something you automatically get a boost from just by having DX12 GPU. The performance boost can be significant with DX12 but you know all that happens is the graphics expand to fill the extra bandwidth. I haven't heard any mention of it coming to Elite yet. Star Citizen is supposed to be getting it.

Is Star Citizen will be available/compatible in VR CV1?
 
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