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Eurogamer listed the specs for the glasses too:

The Rift runs at a 2160x1200 resolution at 90Hz split over dual displays. This consumes 233m pixels per second, Binstock said. But at the default eye-target scale, the Rift's rendering requirements go to around 400m shaded pixels per second.
"This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering," he said.


Oculus Rift: 1080x1200 per eye @ 90 fps
Morpheus: 960x1080 per eye @ 120 fps
HTC Vive: 1200x1080 per eye @ 90 fps (discreet displays)
Gear VR: 1280x1440 per eye @ 60 fps