MortienGerrux said:
Umm no, THAT 2 YEAR OLD VIDEO says PSVR > DK1 Well no shit, the DK1 was awful: The resolution is 1280×800 (16:10 aspect ratio), which leads to an effective of 640×800 per eye (4:5 aspect ratio). However, since the Rift does not feature a 100% overlap between the eyes, the combined horizontal resolution is effectively greater than 640. The image for each eye is shown in the panel as a barrel distorted image that is then corrected by pincushion effect created by lenses in the headset, generating a spherical-mapped image for each eye. Can you explain to me why you need a 1000$ PC to run Minecraft or Skyrim in VR? Can you explain how a 400$ PC that's more then 50% more powerfull then the PS4 will get you motion sickness? |
That's simple.
1. Hardware specific optimization.
2. Pixel through put. OR uses 2560x1200@90 fps rendering 276 million pixels/second.
PSVR 1920x1080@60 fps (reprojection to 120 costs very little) rendering 124 million pixels/second. 45% of OR minimum needs.
3. Minecraft is horribly optimized, it struggles maintaining a decent fps on ps4 (When I use to many pistons and too much redstone, stuff breaks)
While actually the PSVR has slightly better subpixel density being full RGB instead of pentile (pretty much identical though, 1.25% more subpixels in psvr)
50% more powerful is not enough, at least twice is needed and probably more to maintain a locked fps on various hardware setups. The big advantage of fixed hardware is getting the most out of that hardware, while programming for various GPUs requires a healthy overhead to prevent dips below 90fps. The last thing you want in VR is screen tearing or judder.