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Ruler said:
 

It maybe runs at a lower resolution but also on a lower framerate on most titles. 60fps is the minimum requirement to not feel any motionsickes. If you want to have VR games who look more than just Indies then you will need a lot more horse power. And i dont think people want to invest 400$ on a VR helmet that is forever bottlenecked by weak hardware.

Does TLOU remastered look like an indie? Or any other titles that run at 60fps this gen?

VR needs a lot lower fidelity than gaming on TV. The fov is a lot wider with the same resolution, replacing detailed distance rendering requirements with a much wider vieport to render. It probably comes down to about the same level of geometry that needs to be processed, maybe even less since it's actually only half a screen, 960x1080 per eye. Since the fov is so wide for 960x1080, the apparent resolution is closer to 480p on TV. Which means less detail is needed, lower res textures, less polygons.

An optimized VR game will run more than fine on ps4. The high specs for OR and Vive are twofold. Unlike the ps4 that can trick 60fps in 120fps (repositioning the frame based on headtracking to reduce motion sickness) OR and VIVE require brute force 90fps at a slightly higher resolution too. 1920x1080x60 is about half the pixel throughput of 2160x1200x90 (53%). And consoles can get up to double the efficiency out of the hardware than a PC.
Plus OR and Vive also let you play games not made for VR in the first place, unoptimized for the different circumstances, requiring more overhead.

This whole notion that ps4 VR games can only look like indies is nothing more than FUD. It doesn't help that it's near impossible to give a fair representation of what a VR game looks like on tv or you tube.