zamardii12
2[H]4U
- Joined
- Jun 6, 2014
- Messages
- 3,414
Seems a bit iffy to call something that isn't 4K, 4K.
No it's not. The reason is because first take this into account; when I first got my Vive less than 3% of Steam users had vr-ready machines which at the time required at least 980s I believe. So I am sure that number has jumped up a little-bit, but the number of folks out there currently who could even run native 4K at 90 FPS stable is way fewer than 3% I am sure. So, the best option out there for folks and to even dream of penetrating a market for 4K VR HMDs is to use some sort of scaling technology that is just as good as native 4K or very close to it.
For instance, I upgraded to a PS4 Pro from a regular PS4 when I bought my PSVR and just playing regular games like Ratchet and Clank and Watchdogs 2 in "upscaled 4K" looked spectacular and ran really stable. This is what VR needs; which is a way to render at less than native 4K/8K but upscale it so that you still get the benefits of the increases clarity either through checker-boarding or some other way. Otherwise, your minimum requirements for your HMD are going to be insane and won't sell anything. This is the reason why the PS4 Pro with certain games can say they run at 4K when they're really not natively running at 4K; but the picture difference between 4K upscaling and native is nigh indistinguishable to me let-alone the average person who just wants to play games.
It's all about creating technology and methodologies that work for the most common denominator, otherwise your sales suffer. Will there be native 4K HMDs? Of course, but they will be very niche for a long time until 4K becomes easier and cheaper to render let-alone at the recommended 90 FPS for VR so people don't get motion-sick.