Bandalo
2[H]4U
- Joined
- Dec 15, 2010
- Messages
- 2,660
AMD and Oculus Shatter VR Barriers With $499 CyberPowerPC VR Ready System
Only $500 and you too can play all the new VR titles!
Only $500 and you too can play all the new VR titles!
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
FX 4350..... really clearing out those old Piledriver stocks. Wonder how many beers I need to make Kyle drink to do a review on that??
I'm sure it won't be CPU bound...the 470 will probably be more limiting.
I agree, but using 470 is really scrapping at the bottom of the barrel.
FX 4350..... really clearing out those old Piledriver stocks. Wonder how many beers I need to make Kyle drink to do a review on that??
These low end systems are meant to use the 45fps Asynchronous Spacewarp feature they announced yesterday.
I'm guessing they are oculus certified if they can hold at least 45fps in common games.
Do you have a source on that? My impression was that these super low end systems were targeting 45fps.
The way Async Spacewarp is implemented is that if you drop below 90, it automatically switches to 45fps with ASW. It's similar to how vive's interleaved reprojection is triggered, but the technique itself is apparently much more advanced. It's not like ATW where if you miss a single frame here and there it will fill in the gaps.
"At Oculus Connect today, CEO Brendan Iribe announced a new, lower minimum hardware spec for using Oculus Rift. The new spec is thanks to a technology called Asynchronous Spacewarp, allowing systems to deliver a stable 45 frames per second, while the ASW technology effectively doubles that and fills in the gaps. That means smooth VR running on cheaper hardware. Here it is:
"
- Nvidia 960 or greater (down from Nvidia GTX 970 / AMD 290 equivalent or greater)
- Intel i3-6100 / AMD FX4350 or greater (down from Intel i5-4590 equivalent or greater)
- 8GB+ RAM (same)
- Compatible HDMI 1.3 video output (same)
- 1x USB 3.0, 2x USB 2.0 (change from 2x USB 3.0 ports)
- Windows 8 or newer (change from Windows 7 SP1 or newer)
(The 45fps + ASW mode allows the camera to run at a slower rate, thus allowing it to be used with a usb 2.0 port)
VR Ready doesn't necessarily mean playable or you won't end up woozy on the ground after an hour.
Technically AMD's marketing is correct; that combo is VR ready and you can game with that hardware. It is not however preferable or a good showing for VR tech. There is a huge difference in VR gaming at 45 FPS compared to 90FPS.
If AMD keeps going down the road of cheap cards for VR it will hurt the future adoption of VR tech. Gamers will be less inclined to invest if their initial exposure to VR is not pleasant.
VR right now is expensive and requires a lot of hardware power. AMD shouldn't essentially BS users thinking their slow combo is good enough because it isn't.
VR Ready doesn't necessarily mean playable or you won't end up woozy on the ground after an hour.
Technically AMD's marketing is correct; that combo is VR ready and you can game with that hardware. It is not however preferable or a good showing for VR tech. There is a huge difference in VR gaming at 45 FPS compared to 90FPS.
If AMD keeps going down the road of cheap cards for VR it will hurt the future adoption of VR tech. Gamers will be less inclined to invest if their initial exposure to VR is not pleasant.
VR right now is expensive and requires a lot of hardware power. AMD shouldn't essentially BS users thinking their slow combo is good enough because it isn't.
Who said anything about underpowered systems? Is the new minimum any different than the old minimum if it provides a similar experience? Even the guys with recommended settings could now crank up the details for a better experience. Guys with high end hardware appear to be doing just that. Running Project Cars for example at maximum settings and getting a smooth experience.Just because you can run VR on an underpowered system doesn't mean you should run it on there and give people trying to get it on the cheap an experience that taints the future of VR.
The effects would work better if built directly into the games as opposed to tacked on. Doom has been using a similar effect, but they were writing out motion vectors straight from the shaders. Constrast that to ASW taking a 2D image and likely the depth buffer and attempting to extract data that already existed. They also had a ton of render targets so the static scene geometry and animated characters could be different resources for reconstruction. As well as rendered at different frequencies. The big concern for a dev would be getting the input to run asynchronously to better utilize the effect. Get the engine updating at 90Hz (HMD refresh rate) while rendering at a lower rate for better tracking. Especially with upcoming devices that may be wanting 120Hz or higher. No reason the game couldn't be rendering 10fps while providing a smooth experience depending on gameplay. The better solution may be a 240Hz HMD updating tracking at that frequency. There wouldn't be much hardware that could push a full scene at 240fps reliably. ASW the game could render 90fps and warp it to 240 for solid tracking with near 0ms input lag. That's the real beauty of the effect, it provides ~0ms (realistically ~2ms) input lag.ASW/ATW are done at the runtime layer, the games don't have to do anything to support them.