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zero129 said:
 

Clearly its not native support. But for the extra 50 that Tridef costs its well worth it for the amount of games it supports. even if you where only to count the amount of games that work with it that doesnt have problems (Even if most problems can be fixed). Thats still a much larger % of playable games and the type of games people want to play in VR, then Sony or The Rift team could ever hope to release anytime soon. Plus other devs have no problem with adding VR support to their games since its an added feature they can add it for when people can offered VR or for the ones that can already.

VR on consoles is never going to compare to PC since the Power is just not there. ~YEs very simple games will run well but i can not see very advanced games running on consoles and people wont be playing things like Uncharted or the Next Killzone in VR unless they are really downgraded to hit that 1080@@60-90FPS.

Remember for proper VR the game has to be Displayed and processed Twice. This is what i see as a problem maybe others dont. But i honestly can not see the PS4 being powerful enough to display 2 1080P images at over 60FPS with anything on the same level as Killzone or Uncharted etc.

The games don't need to be as advanced as Kilzone SF and Uncharted 3. The effective resolution you have to display detail in any area is comparable to 360p on tv since you blow up the 960x1080 per eye over 100 degrees. The resolution is a bit higher in the center due to the projection yet I doubt you can expect more than an effective 640x720 to show detail in. Last gen games have enough detail to fill out anything on the upcoming headsets. More stylized graphics will be more comfortable to watch at these lower resolution as well.

It's actually better if the games are designed for VR from the ground up. Adding VR in later does not take advantage of what VR can add, plus too fast movement, camera shake etc can be uncomfortable. Games still have problems adding 3D later as not all post effects and relative proportions work in 3D, with VR those problems only get worse.

PSVR only needs about half the power compared to OR to run games. PSVR games can make use of the frame rate doubling and only need to reach 60fps to get 120fps headtracking working. OR needs 90fps. I don't know if there is a doubling solution that only requires 45fps for PC, yet 60fps to 120fps conversion is preferable.
OR uses a pentile 2160x1200 display which actually shows less information than the 1920x1080 RGB display of PSVR. However games still need to render the full 2160x1200 @ 90fps vs 1920x1080 @ 60 fps for PSV. That's almost twice the number of pixels per second.

So no, it's not just very simple games as last gens games run fine at 60fps on current hardware. Plus the power advantage isn't all that big as the resolution simply isn't there to display those ultra high textures, complex geometry and very long draw distances.

Now what I would love to see on PC OR is a fully ray traced game for VR. Yet I'm afraid that even with the lower resolution pcs still won't be able to get that to a stable 90fps.