spemanig said:
...I am confused. All VR does is split the screen in half. I've literally seen what it does on my phone. It's the exact same thing as any split screen mode. That's exactly what split screen mode is on MK8. I don't understand what you mean by 120fps. It's not. It's running two separate screens at 60fps. If you think I'm not aware that running two separate screens is more taxing than running one single screen on a game like that, I am aware. That's why MK8 can't, for example, run 4 player split screen at 60fps; it has to downgrade to 30fps then. But Mario Kart 8 does do 60fps with two players, which is exactly what's going on in VR. It's rendering two images of the same game. So in short, yes a game like MK8 would run on Switch in VR @ 60fps. Also, about Driveclub, I just looked at a comparison, and it definitely doesn't look like a PS2 game. I guess you could say it looks like a PS3 era game, but a lot of the "bad" you see in VR is just due to noticing workarounds devs always use when programming games because you're in the world. EDIT: The VR version also Driveclub runs at 30fps on the regular PS4, and has to run at 90fps split screen in PSVR. By your math, that's 180fps, or 6x the fps of the vanilla game, so obviously there's gonna be a downgrade there. Switch will never face such a downgrade targeting 60fps on two screens, especially with Nintendo games which mostly target 60fps anyway. So again, the idea that the Switch is too weak to handle VR games is absolutely absurd. Even on mobile, a big reason you don't see big games on the marketplace is because of limits on game size enforced by Apple (and i assume android) that won't be there on Switch. The idea that 'real' VR games aren't possible on Switch is flagrantly false. They would be there aplenty. I get that we're just talking about opinions here and all, but Gear VR sold 5m it's first year on the market, and that sold on just mobile hardware and freemium mobile games alone. If the PSVR sells even 2.5 million its first year, I'll be incredibly surprised. Much of that is due to a naturally higher attatch rate because it's on dedicated gaming hardware, an advantage the Switch will also have. The mass market doesn't care about the quality difference. They care about accessibility above all else, and $500 for everything just isn't accessible. $100 for everything is, and I can't wrap my head around how you can see something like the Gear VR do demonstrably better than every other dedicated VR headset, but a better headset in literally every way for the exact same price wouldn't do better than PSVR. I guess we can wait and see, but the answer is already set in stone with numbers already. Again, my eyes didn't bleed at 640p. No one's will bleed at 720p, even at 6 inches. People don't care. Not with what you're getting for $100. And not with a software push that VR otherwise just isn't getting right now because no one wants to invest in it yet. |
1- You're rendering a different frame per each eye, that's why in order to perceive 60fps, the total fps count must be 120. There are different techniques to achieve this effect, but still, it requires a much more taxing hardware to maintain this framerate on current demanding console/PC games than what the Switch is carrying.
It is pointless to compare it to a phone VR, because the types of VR experiences on a phone are not the ones we are talking about for real gaming. It's one thing to play the lates $1 shitty vr game on the app store and another thing trying to play resident evil 7 in VR. Hell, really basic VR experiences like job simulator probably wouldn't even work on an Xbox 1, much less a low powered handheld device like the Switch.
- OS: Windows 7 64-bit Service Pack 1 Or Newer.
- CPU: Intel Core i5-4590 3.3 GHz or AMD FX-8350 4.0 GHz.
- RAM: 4 GB System Memory.
- GPU RAM: 4GB Video Memory or greater.
- GPU: GeForce GTX 970 or Radeon R9 290.
- Display: VR Headset - Oculus Rift or HTC Vive.
@Tretayuga Yes the game runs at 60fps which is then projected at 120fps. We've optimised the game across the board to make this possible.
— Paul Rustchynsky (@Rushy33) March 18, 2016
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