By using this site, you agree to our Privacy Policy and our Terms of Use. Close
JEMC said:

While I agree that devices such as Oculus Rift won't get proper support in games for years, there's a part of that article that doesn't feel right:

The main obstacle is the issue of frame rates, which need to be very high to offer a decent virtual reality experience and avoid the dizzying effect that we’ve seen paraded on YouTube in recent months.  

To avoid it the Oculus Rift DK2 prototype is designed to run at 75 frames per second. However games likes Dying Light perform at just 30 frames per second on console, so there’s a long way to go before such games are supported.

Isn't that wrong?

The screen of Oculus Rift doesn't run at 75 fps, it may run at 75 Hz. And while that's not important per se, how many TVs work at 30 Hz? None. The work at least at 60Hz and when displaying a 30fps picture the TV simply shows the same picture twice. So all that the Oculus Rift or any other device has to do is simply get a screen with a variable refresh rate (what Nvidia calls G-Sync and AMD calls freesync) to avoid that problem.

while your part about TVs and such is correct OR operates at 75Hz exactly because you need to be able to display more new frames (fps) to reduce input lag, as input lag while turning your head in VR quickly results in motion sickness

actually they said 75Hz/fps still is not enough, at 90Hz it starts being ok for most people and apparantly higher VR resolutions even need higher refreshrates to eliminate the problem

variable refresh rates are suboptimal for VR for that reason aswell