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Lafiel said:

Although the Oculus Rift uses a 1280x800 (640x800 per eye) display in the current dev version it is advised to use 1600x1000 or more per eye when rendering the game. Yet testers still report that it's very noticebly pixelated ("like watching through a fly screen"), because the pixel density is not high enough.

Hence the consumer version will use a higher resolution display, but probably requires an even higher resolution per eye rendering. I doubt any of the new consoles are powerful enough to render (highly demanding) games at these resolutions.


I would take PS3 first party quality first person or driving games on an Oculus rift over anything next gen looking on a flat surface, be it any resolution. Being in the game is the holy grail and stereoscopic 3D that covers most of a person's field of view is the easiest technical step to achieve that. 

Plus, next gen console will be capable enough to render demanding games at those resolutions, but ofcourse, as always, with less bling than the non stereoscopic version. And before anyone says that they will wait for hardware powerfull enough so that there'll be no difference between the two, just think about it. If all of the power is used to render two images at 1080p that cover a wide angle of the acene, them rendering only one which covers far less of an angle of the scene on a flat screen at the same quality will mean that resources are left untapped. I doubt anyone will leave easily usable resources untapped.