| Pemalite said:
The point is that VR requires power. Allot of power. Most think only a tiny amount of PC's are capable of that extra hardware demand, but if you had bothered to keep up with the thread you would know this. |
PC VR requires this lot of power. For several reasons. You're not aware of the differences between PC VR and PS VR. With Oculus and Vive the graphics card has to cope with a two display solution. The missing reprojection feature. The PU box is a little helper (3D sound). Sony developed PS VR in conjunction with the PS4 hardware. Efficiency, tweaks and tricks. PC VR has to rely on raw insufficient used power and the non-unified hardware makes it a must to set minimum requirements high. So no one with a 'subpar rig' can complain.
Mods are mods. Nothing to brag about. In particular when it comes to VR. Games can't be simply patched up. Especially not by amateurs. It doesn't work that way. Otherwise every other publisher/developer would say "oh sure, let's support VR, put it in our games... *pulling switch, turning knob, pushing button* ... 1 2 3 and done."
| Pemalite said:
That is the context, it is what I was basing my numbers around. |
But you got nothing to base your numbers on. Therefore my question remains unanswered. "5% of what?"
| Pemalite said:
For those do not wish to have a high-end GPU, you could just lower the fidelity for acceptable performance. |
Oh yes you do. Ok. Maybe if you only want to use applications like tilt brush and don't plan to play any games coming in the near future.
Lower the fidelity... you're such a kidder. :D
| Pemalite said:
If you think the PS4 is going to have equavalent Geforce 970 VR quality, then you will sadly be mistaken, it doesn't have the horsepower to do so. |
Of course not. Because the PS4 doesn't really need the horsepower. But the PC does evidently.
"It generates 120 frames per second, taking into account the movement of the head, even when the game fails to achieve 60 frames per second. Which means that there is no jittering at all. You can play Megaton Rainfall for 1 hour and won’t see any frame out of sync. I can’t say the same for the VR experiences on my PC. Megaton Rainfallwill work at 60 fps in PSVR (120 with reprojection)."
http://vrfocus.com/archives/30770/megaton-rainfall-dev-psvr-will-ship-millions/
You might object that he doesn't even mention what GPU/CPU. Not necessary and who'd believe a developer not having a notion of hardware needed to power a high end VR HMD? It proves even with small undemanding games problems occur. With whatever hardware. Issues the like not being found on PS4VR. And if it doesn't work the way as expected, then you have a problem. Lower the "fidelity" is an option that works reliably in case of conventional gaming. It's not recommended when the aim is to have a smooth, not motion sickness inducing VR experience.
| Pemalite said:
If you want it to have the widest game support, you will need a new generation |
Nope. The support will be relative to the success of VR. Let's use Kinect as reference in the right way for a change. It was introduced in 2010. Well into the 7th gen. 10 million units sold within a few month. Fasted selling device. Abysmal Support. Fast decline. Kinect 2.0 chained to Xbox One, even less support, flopped hard. The End.
| Pemalite said:
Converesly... A new generation is needed because the PS4 struggles to do 1080P, 60fps. How is it going to handle double that? With a reduction in graphics quality. *slow clap* |
According to some the PS4 is underpowered in general. But as we can all see ... it is doing more than just well. Record breaking would be a fitting term. So where is the reasoning for this claim? Slow clap indeed.
Hunting Season is done...







