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Chevinator123 said:
Zkuq said:

This is exactly what I was wondering. Apparently VR requires a lot of processing power. Each frame, the image needs to be rendered twice, and the framerate needs to be higher (at least solid 60 FPS, and preferably 90 FPS). Oh, and resolution needs to be high too (1080p per eye is probably decent, but a bit on the low side).

Some reading on the requirements:

So yeah, I somewhat doubt that on consoles we're going to be seeing a lot of VR games that core gamers would be interested in. Which leaves PC, where there's been tons of demand already despite the prices. And devs are going to love the power too. And considering console gamers probably aren't too eager to pay huge sums of money (after all, they got a console at least partially because it was cheaper than PC, at least in their minds), I'd say VR on consoles faces some real challenges. Of course if price and performance are OK, VR's breakthrough is probably going to happen on consoles, but I'm very doubtful about that at the moment. That's not one but two huge challenges to solve, and it seems they're much less of an issue on PC.

PSVR only has 1 1080p screen but uses a special RGB panel to reduce the pixel gap for Less SDE (Oculus and vive dont have this instead they render at 2k)

Sony will also use "reprojection" to get 60fps to render at 120hz but Its hard to gauge how well this system will work. The London Heist apparently runs at 60fps reportjected to 120hz (Source: Digital Foundry) and people often regard this as PSVRs best demo so i have faith. 1080p/60fps games like MGSV, TLOU, Metro Redux look pretty good graphically so if this is what we can expect or maybe a little less, then im happy.

Rift and Vive render at 2k/90fps while PSVR does 1080p/60fps, this compensates for PS4s weaker hardware and should allow for graphic fidelity to be about the same (minus the fps and res obviously)

Cool, I didn't know the details. I figured there had to be some ways to make it less resource-intensive, but that sounds sort of impressive actually.