Slashdot Mirror


Oculus Rift Hardware Requirements Revealed, Linux and OS X Development Halted

An anonymous reader writes: Oculus has selected the baseline hardware requirements for running their Rift virtual reality headset. To no one's surprise, they're fairly steep: NVIDIA GTX 970 / AMD 290 equivalent or greater, Intel i5-4590 equivalent or greater, and 8GB+ RAM. It will also require at least two USB 3.0 ports and "HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture."

Oculus chief architect Atman Binstock explains: "On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift's rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering." He also points out that PC graphics can afford a fluctuating frame rate — it doesn't matter too much if it bounces between 30-60fps. The Rift has no such luxury, however.

The last requirement is more onerous: WIndows 7 SP1 or newer. Binstock says their development for OS X and Linux has been "paused" so they can focus on delivering content for Windows. They have no timeline for going back to the less popular platforms.

5 of 227 comments (clear)

  1. Well... by Anonymous Coward · · Score: 5, Interesting

    I'm not buying one anymore. I was super excited too.

  2. Re: Mac/Linux support removed... mildly surprised by Anonymous Coward · · Score: 2, Interesting

    For an apple can you even get that level of video card? Been awhile since I specd one out. Linux would be no prob. But macs are usually slightly wimpy on the vid card side?

  3. Still in the super-early adopter phase by allquixotic · · Score: 3, Interesting

    If you're a developer wanting to write software or games that'll work with this kind of thing, now is a great time to gain some experience with the technology -- go out and buy one.

    Otherwise, only those with a ridiculous amount of disposable income, or some other compelling business justification to buy one, are probably going to be purchasing an Oculus Rift, or even a lesser knockoff, for at least 5 years.

    I don't think this will reach "power gamer" audiences for 5-7 years, and it won't reach the masses of the "core gamers" for probably close to 10 years.

    We also need to make a few assumptions that may not necessarily be true:

    (1) The capabilities of GPUs, especially at the mid-range and lower-end, start to be able to push enough pixels to satisfy something this hungry. We were stalled for a number of years because TSMC dragged their feet on the 28nm process. If they delay another couple of years to go smaller than 20nm, the market probably will not be able to support $250-and-under GPUs that can power Oculus Rift or anything similar.

    (2) Game developers stop the exponential increase in scene complexity, fidelity, draw calls, shader complexity, etc. I don't see this slowing down at all; if anything, game developers are making their games heavier and heavier at a faster rate than the GPU manufacturers can keep up. There used to be a time when you could buy a single discrete GPU of the highest make/model available on release day of a game, and you'd be able to run it with the maximum detail settings. Now, you either need SLI/CrossFireX, or lower your resolution beyond what's "standard" for the present day. Unfortunately, if texture size and scene complexity continue to climb, it won't matter if the options menu has a detail slider -- if your GPU can't keep up with the required number of pixels per second, it doesn't matter whether you're using big textures or tiny ones.

    If "VR" is really going to be a thing, we cannot continue business as usual in the game dev and GPU industries. GPU manufacturers have to pick up the slack and make up for YEARS of lost time. Game devs have to slow down the procession of ever-increasing game requirements.

    If you're designing your games to run at 58 to 60 fps at 1080p on max detail with two 980s in SLI, no one is going to be able to install six 980s in SLI to chunk out the required amount of pixels for an Oculus Rift. And trust me, the people who'll be buying VR will not be willing to settle for medium detail. Not til the price of all this comes down to core gamer levels -- no more than $250 for the GPU, and $100-$200 for the VR kit.

  4. Re: Kickstarter by Namarrgon · · Score: 4, Interesting

    I certainly am. I got my DK1 on schedule at a great price, AND I'm getting to see VR succeed in the marketplace. And as a bonus, I'm watching Oculus and Palmer do quite nicely out of it.

    I don't remember "stick it to the Big Guys" being a campaign goal on the Kick starter pitch.

    --
    Why would anyone engrave "Elbereth"?
  5. Re: Mac/Linux support removed... mildly surprised by lordofthechia · · Score: 4, Interesting

    I don't have a problem with DRM that doesn't get in the way.

    Even more than that. Valve has worked hard to make Steam very feature rich. Unlimited installs, In home streaming, cloud synced saves, family sharing, big picture, VR mode, the card collecting meta-game, community features, Windows, Mac, & Linux support (most titles with access to all available versions), built in patching, built in modding support (workshop), etc.

    Sure it has DRM, but they hugely offset the inconvenience of the DRM with features that take care of a lot of annoyances and issues players have had with or without DRM.

    Not saying they're perfect. Their customer service could be greatly improved. That said, 7 years and I haven't had to call them for an account issue (knock on wood).

    --
    Georgia Tech, the leader in Chia(tm) technology.