Today, Oculus has published a list of what they believe should drive their VR headset. The Oculus Rift will obviously run on lower hardware. Their minimum specifications, published last month and focused on the Development Kit 2, did not even list a specific CPU or GPU — just a DVI-D or HDMI output. They then went on to say that you really should use a graphics card that can handle your game at 1080p with at least 75 fps.
The current list is a little different:
- NVIDIA GeForce GTX 970 / AMD Radeon R9 290 (or higher)
- Intel Core i5-4590 (or higher)
- 8GB RAM (or higher)
- A compatible HDMI 1.3 output
- 2x USB 3.0 ports
- Windows 7 SP1 (or newer).
I am guessing that, unlike the previous list, Oculus has a more clear vision for a development target. They were a little unclear about whether this refers to the consumer version or the current needs of developers. In either case, it would likely serve as a guide for what they believe developers should target when the consumer version launches.
This post also coincides with the release of the Oculus PC SDK 0.6.0. This version pushes distortion rendering to the Oculus Server process, rather than the application. It also allows multiple canvases to be sent to the SDK, which means developers can render text and other noticeable content at full resolution, but scale back in places that the user is less likely to notice. They can also be updated at different frequencies, such as sleeping the HUD redraw unless a value changes.
The Oculus PC SDK (0.6.0) is now available at the Oculus Developer Center.
so, its a strobed 75hz screen
so, its a strobed 75hz screen after all?
jebus… dat flicker will be mad
“the Rift runs at 2160×1200
“the Rift runs at 2160×1200 at 90Hz” from here https://www.oculus.com/blog/powering-the-rift/
The 75hz with just 1080p
The 75hz with just 1080p screens on the DK2 is still an amazing experience, I’ve had one since last July and tried a lot of different content on it. I have not seen Crystal Cove (the recent upgraded demo unit), but the CV1 (Consumer Version) with 25% more pixels, 90hz vs 75hz, and many other tweaks, plus ~6 months for them to finalize the hardware, and longer to tweak the SDK/drivers I’m convinced this will be a great experience.
Anyone reading PCPer will probably have a 970 or equivalent by the time it’s out anyhow, and next gen cards will be out very soon from AMD and perhaps in time for the Oculus launch for NVidia fans (not to mention the 980 Ti that’ll be out by the fall if not sooner)
Palmer Luckey just tweeted some details about the display today as well:
CV1 displays are on the cutting edge of current display fabrication technology. Low persistence/high fill/90hz/global update is critical!
Interesting note – extremely high frame rate gets you a sort of temporal anti-aliasing that substantially increases perceived resolution. There is a resolution/persistence threshold for this to happen with micro-movement of the head as opposed to large rotations, CV1 hits it. This makes a huge difference with content that is rendered at resolutions higher than the headset (movies in VR cinema, text layers, etc)
I’m optimistic because I’ve seen great experiences already, and there will be much more available for launch. I expect it will have a launch library of native content equivalent to any new console, and even without it there are great non-VR games that work quite well with the rift (Alien Isolation, Project Cars, Elite Dangerous Half Life 2, many others), and tools to make tons of other non-VR games work reasonably well also.
What century will the Rift be
What century will the Rift be available for consumer purchase???
Has the MSRP been confirmed I
Has the MSRP been confirmed I hear its $1500?