I wouldn't expect VR to put a significant load on CPU but haven't tried it TBH.
I'm running ED on an i7-920 just fine - runs at around 50%.
TL;DR - CPU Utilization is too shallow of a metric for measuring "is my CPU enough for VR?".
Respectfully -- For those responding with i7's "running at 50%" - please note that the total CPU utilization is *NOT* a good choice of metric for determining if you have enough CPU for VR.
The reason is that the total CPU metric is against all the threads of your processor (an 8 core/16 thread processor such as i7-5960X might show 25% utilization in this example) but this doesn't show you the full picture.
A better metric is to look at each of the individual cores of the processor, and if you see one pegged at 100% then that *might* be a bottleneck for maintaining a consistent 90 fps on the CV1. The reason is that not all tasks (game, driver, OS, Oculus/Vive) are equal, and if one task ends up limited by CPU power that could slow down the rest of the chain (i.e. graphics output).
DigitalFoundry does a good job explaining minimum FPS in several of their YouTube videos. A few highlights:
- Core i7's are much better than Core i5/i3 at stabilizing minimum FPS.
- Minimum FPS is the ONLY important FPS metric for VR*.
- Minimum FPS also scales with clock speed (4.0 --> 4.6 ghz)
- Minimum FPS scales with generation (Core i7-6700k outperforms a 2600k).
Unfortunately this is a very complex issue. If there were a repeatable way to benchmark Elite on VR showing CPU utilization and min FPS I'd be willing to take the time to do some benchmarking on my i7-2600K/980Ti at different clock speeds, and then borrow a few other systems to try the same.
*If you can't maintain 75 fps (Oculus DK2) or 90 fps (Vive/Oculus CV1) then reduce the quality of the experience. Even ATW which "adds frames" is far from ideal because your brain will start to notice problems with the display.