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OdinHades said:
SvennoJ said:

Naturally it's different for VR due to the high fov.

Normally a TV you watch at between 20 to max 40 degrees fov. 40 degrees is pretty close, 6.5 ft from a 65" screen. Even if you practically sit on top of the tv at 4ft distance, you're fov is still 'only' 60 degrees.

VR currently sits at 110 degrees fov, still on the low side as 150 is better suited to human vision. At 110 fov any 4K screen will still look worse than a 1080p screen. If you're used to the normal recommended seating distance of 30 degrees fov for 1080p, you would need almost an 8K screen (per eye) for VR to get the same perceived resolution.

Here's one of those fov calculators
https://myhometheater.homestead.com/viewingdistancecalculator.html

True, but VR is already impressive as fuck even with dat blurry 1080p. Things just in front of you look absurdly real, especially in games with great graphics like The London Heist. I would be fine with 4K for next generation. Not perfect, but a big step up from 1080p. But for 4K to be used in VR, the console needs to push 4K on flat games rather easily. As VR games have to be rendered twice and need 90 fps (or at the very least 60 fps) a console that only handles 1440p with 30 fps or something simply would lack the horsepower to make VR in 4K possible. Games would have to be scaled down way too much and stuff. That's why I would like to see 4K becoming the new baseline. It would help VR indirectly, if you know what I mean. I have some trouble explaining exactly what I want to say, sorry. =P

I get what you mean. More gpu power is needed, and not only for higher resolutions but VR can also use higher res textures. You can stick your head right up to things unlike on a screen. So even if the headset res is low, you still benefit from textures more suited for 4K gaming.

Consoles need more than just gpu grunt though. Better cpu and hardware based foveated rendering are needed as well.

With that, VR can keep up with native 4K games without needing severe downgrades.