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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.

43 of 227 comments (clear)

  1. in other news... by zlives · · Score: 2, Funny

    "They have no timeline for going back to the less popular platforms." that means windows 8 is doomed

    1. Re:in other news... by Anonymous Coward · · Score: 3, Insightful

      Win8/8.1 has more users than OSX, and the "Windows" platform means that supporting Win7 gets Win8.x for free.

    2. Re:in other news... by Anonymous Coward · · Score: 2

      Actually, as both a Vista user and a Windows 8.1 user, I'm pretty okay with 8.1.

      Vista was okay too, after they patched the heck out of it. Windows 7 was better than both, but Windows 10 will hopefully give me that Win7 feel with a new OS again.

      Of course, Linux and OSX never had a chance. My Vista box plays more games than either of them even though it is now showing its age.

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

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

    1. Re:Well... by Lord+Apathy · · Score: 4, Funny

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

      I'm still looking forward to it. I have a friend that is going to toss a bucket of blood on me while I'm playing Call of Duty. He is also going to hold a fish under my nose when I'm watching 3d porn.

      --

      Supporting World Peace Through Nuclear Pacification

    2. Re:Well... by cayenne8 · · Score: 2

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

      You know...if they would just release API info and good information AS they develop internally for Win7....to the public, then the Open Source folks will work on the Linux versions for them.

      --
      Light travels faster than sound. This is why some people appear bright until you hear them speak.........
    3. Re:Well... by houstonbofh · · Score: 4, Informative

      They probably don't want a sub-par version out there harming their reputation, so it would be most likely be a mistake to let the open source people run with it.

      Actually, if they release ALL of the specs, it may be the other way. And that would be embarrassing as well.

    4. Re:Well... by Truekaiser · · Score: 2

      At least valve knows how to develop for linux.
      I'll wait for their headset rather than support facebook.

    5. Re:Well... by houstonbofh · · Score: 2

      You really believe that fat bloated HP print driver is better then mine? Ok then... (Note: this is the case with MANY drivers.)

  3. 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?

  4. Re:Mac/Linux support removed... mildly surprised by Anrego · · Score: 2

    Definitely not surprised about Linux. I bought a dk1 and ended up installing Windows on a second drive to play with it. Linux support is in huge quotation marks. Once you manage to get it working smoothly, you then have a barren wasteland as far as things to actually do with it.

  5. Re: Mac/Linux support removed... mildly surprised by Anrego · · Score: 2

    Even if they support Linux, you still need people producing content for it that also supports Linux. I have a DK1, and while I did manage to get it going on my gentoo install, there was (and honestly still is) very little to actually play with. I ended up just installing Windows on a second drive.

  6. Re:Mac/Linux support removed... mildly surprised by viperidaenz · · Score: 2

    Mac support is pointless right now, you can't buy Apple hardware with enough GPU power.

  7. Re:Platform differences by viperidaenz · · Score: 2

    OSX requirements would be: Wait until Apple sell hardware fast enough.

  8. 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.

  9. Kickstarter by Stormy+Dragon · · Score: 3, Insightful

    Hope all the kickstarter backers are happy with what became of their money.

    1. Re:Kickstarter by binarylarry · · Score: 3, Informative

      The Kickstarter was for the DK1, which was shipped.

      But this is still massively fucked up. The HTC headset Valve is launching sounds much better.

      --
      Mod me down, my New Earth Global Warmingist friends!
    2. 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"?
    3. Re:Kickstarter by janoc · · Score: 5, Informative

      Let's put this stupid never ending meme to rest, shall we?

      The 9500 Kickstarter backers got their DK1 for their money. Including me. I was one of the first ones. They have delivered what they have promised in the campaign, nothing less, nothing more.

      Or do you really think that the development beyond the DK1 and the massive hiring that included people like Abrash and Carmack that has brought Oculus from a 3 person startup to a large company acquired by Facebook was actually financed by the Kickstarter money? You need to get real, those Kickstarter 2.5 millions were long gone by then. Yes, the Kickstarter got it off the ground but everything else was paid by venture capital - and Facebook. So the Kickstarter backers really don't have any reason to not be happy about what became of their money nor does Oculus have anything to report to them anymore.

      Now whether the direction in which Oculus is going meshes with the ideals about "democratization of VR", cheap VR that everyone could enjoy etc. that is another discussion. Personally, I am not happy with what they are doing, because instead of making the VR cheap and easily accessible it is going to be a toy for the rich kids only. The minimal PC requirements are actually the least of the issues, even though it is something that the lay person is most likely to deal with.

      The much worse problem is that their SDK is becoming more and more proprietary, closed binary blob that requires your 3D engine to pretty much build everything around it, otherwise it is a nightmare to integrate. It is pretty telling that even Unreal Engine 4 *still* doesn't have a good DK2 integration, year after DK2 is out - it is that complex and that intrusive to do and their heavily threaded and pipelined engine is not a good fit for the expectations the SDK has. I am afraid that with these crazy requirements the adoption by actual content producers - game studios, application developers, etc. is going to be minimal.

      The massive effort required to re-engineer the games (both the engines and to adapt the content) to support the Rift will not pay off when only a small niche will be able to actually use it. Heck, current games are barely able to consistently hit 60fps at 1080p, here we are asking double the resolution and, should we follow the recommendations from Oculus, we should be targeting 90-120fps. Good luck with that ... Either the Oculus games will have massively reduced visual quality compared to the "normal" versions or will require insane hardware. Most likely both. I just don't see the game studios jumping on this bandwagon on a massive scale. I am afraid that what will most likely happen is that it ends up as yet another obscure and poorly supported gizmo, like the Razer Hydra, things like the Vuzix glasses, various shutter 3D glasses that were sold for PC over the years etc. A pity and a massively wasted opportunity, really.

      That they have stopped the Linux and Mac support - I think it was obvious that this was only a matter of time. The writing was on the wall ever since they have released the DK2 with the two-part SDK architecture (closed source binary blob runtime and an open library to talk to it). The Linux and Mac SDKs were much delayed and when the SDK finally arrived, it wasn't full featured - e.g. the "direct" mode has never arrived to Linux (even though it is possible to make something like that work and probably with fewer bugs and glitches than the horrid driver hack they do on Windows).

      The Mac SDK may eventually come back, but I am not having much hope - most Mac users have laptops and most laptops with discrete GPUs actually don't render directly to the external output but into a framebuffer of the integrated ("slow") GPU which then sends the image out. Which is the architecture that is explicitly not supported by Oculus. The Linux SDK is very likely dead for good, even though they won't say so. It just doesn't make commercial sense to go there, the market is small. So it will be likely languishing in limbo forev

    4. Re:Kickstarter by houstonbofh · · Score: 2

      Can you elaborate on why this is fucked up and why valve's sounds better? Genuinely curious.

      A history of actually shipping the stuff they talk about... And lots of shipping Linux games.

  10. Re: Mac/Linux support removed... mildly surprised by jedidiah · · Score: 4, Informative

    Wait for Valve to get interested. Then both Mac and Linux support issues will be covered (at least somewhat).

    --
    A Pirate and a Puritan look the same on a balance sheet.
  11. Linux and Mac development stopped. by Chas · · Score: 4, Insightful

    Basically means that this is going to be a Windows-only platform. Since it'll just be SO EASY to use Microsoft's secret sauce to get things working.

    Making it totally impossible to duplicate on any other platform and requiring people to start from scratch with the platform again.

    So, stopping multi-platform development means it's never going start again. At least not seriously.

    Look at gaming in Linux. Now add an order of magnitude or three to that for Occulus support. And nobody's going to want to even try.

    They may as well just say "We're going Windows-only-forever so fuck the rest of you up your stupid asses".

    --


    Chas - The one, the only.
    THANK GOD!!!
    1. Re:Linux and Mac development stopped. by cheesybagel · · Score: 2

      Don't worry. The Occulus will most likely end up as a flop anyway.

    2. Re:Linux and Mac development stopped. by TyFoN · · Score: 2

      No linux support + the facebook deal is one reason i will _never_ touch this piece of hardware.

      Actually, both of these reasons would be grounds enough alone to not get close.

  12. Re:Excellent by darkain · · Score: 2

    "a massive commercial disaster in the '90s"

    Oh, you mean like virtually every internet tech company out there that went bust during the .com bubble? Good thing nobody has decided to attempt to build an internet company after that, since that was such a disaster.

  13. Re:Mac/Linux support removed... mildly surprised by ArcadeMan · · Score: 2

    Mac users account for 10% of the users at best. How much of that 10% is using the latest Mac Pro?

  14. Not so steep by SoftwareArtist · · Score: 5, Insightful

    Those hardware requirements aren't really that steep. Those GPUs currently cost under $350, so high end but not top-of-the-line. But it isn't supposed to be released until early next year. By then, new high end graphics cards will have been released, and these ones will be solidly mid-range. Also, the initial customers for this will be enthusiasts, the people who already have high end GPUs or don't mind spending a bit extra to get one. By the time this is really mainstream, even low end GPUs will likely be able to handle it.

    --
    "I'm too busy to research this and form an educated opinion, but I do have time to tell everyone my uninformed opinion."
  15. Re:Platform differences by jo_ham · · Score: 3, Informative

    Right now the "consumer Macs" don't have the GPU power (the Mac Pro does, but it's a sliver of their sales), and even if they did, Apple doesn't focus on the drivers in the way that happens on Windows - while it's possible for third party vendors to release drivers (Nvidia does it, for example), it's just not common - the vast majority of Mac users are running with the driver that ships with the OS and it doesn't get updated often.

    They have made some strides forward in shipping decent GPU hardware, but the software is still somewhat lacking for heavy 3D lifting.

  16. Re:Meh. by jeffmflanagan · · Score: 2, Insightful

    You're projecting your preferences onto others. I care about 3D, and VR is a lot more that 3D.

  17. "to no one's surprise" by guises · · Score: 2

    I'm not clear on why this thing has requirements at all. Why are the requirements dependent on the hardware and not on whatever game you're playing with this?

  18. Re:Mac/Linux support removed... mildly surprised by SpankiMonki · · Score: 2

    How much of that 10% is using the latest Mac Pro?

    Virtually none of them? Did I get that right? ; )

  19. Re:I already feel the smell of a GoogleGlass failu by meerling · · Score: 2

    Virtual Boy didn't fail because people don't want VR or immersive tech, but rather because the hardware used had serious issues. It was heavy, expensive, dorky, and the display was basically a lot of low res RED pixels. Just red. It was horrible. I wouldn't pay 50 cents for one new.
    Now mind you, I'm not saying that Occulus will succeed, just that if you are going to choose an example to back up your claim that people don't want VR, try to chose something that wasn't an obvious failure to begin with. For example, if you want to claim people don't like hamburgers, don't use the teriyaki & mustard maggot burger as an example of why people don't want hamburgers.

  20. Re:Excellent by Anonymous Coward · · Score: 2, Informative

    No it wont, unless you're prone top motion sickness, in which case VR is not for you.

    Yeah right, sure. That's why oculus games' developers themselves are complaining about VR sickness:

    http://arstechnica.com/gaming/...

  21. Source/API Closing Up Oculus F*** Y** by bongey · · Score: 2

    The original Oculus API was very open. Now large swaths of code are being put into binary services. The latest API is massive change again. Now they are putting all the distortion related code in binary blob/service. Good luck trying to port it to Mac or Linux.

    Oh one more thing stop fing writing of your POS code from scratch. WTF a logger class, string class, smart pointer class and finally yet another fing linear algebra that class just plain sucks. Oh you want to do 3*Vector3M, nope ,have to do Vector*3. Now I see why it has taken so long to get a final product, you suffer from NIH syndrome.

    Finally can you fing decide if you are going to use tabs or spaces to indent your code or at least keep them the same in the same fing file.

  22. Re: Mac/Linux support removed... mildly surprised by houstonbofh · · Score: 2

    Valve is already interested. The HTC/Valve VR system is a competitor to the Oculus Rift, and will probably be better due to Valve's background in game publishing.

    And Linux support, and more Linux games, and not having just pissed off the Linux community by ditching them at the side of the road... Who world have thought how much the Linux community would support a DRM company?

  23. 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.
  24. Re:Mac/Linux support removed... mildly surprised by Jeremi · · Score: 2

    I was of the same opinion too. A Mac Pro is a cheap UNIX workstation.

    Just out of curiosity, what these days would be considered a not-so-cheap UNIX workstation? Does anyone still sell such a thing?

    --


    I don't care if it's 90,000 hectares. That lake was not my doing.
  25. Re:Mac/Linux support removed... mildly surprised by Jeremi · · Score: 2

    The graphics workstations for special effects animations are still a very real market. They tend to have high end 10Gig, quite a lot of high speed RAM, flash drives for local processing, and very, very powerful video cards.

    Hmm, can you give some example brand names or links? I googled around, and all I could find was this article on the evolution of workstations, which only lists the new Mac Pro and some (unnamed) souped-up Windows/Intel PCs as the modern equivalent of a Unix workstation.

    --


    I don't care if it's 90,000 hectares. That lake was not my doing.
  26. Re:Uh, we had that like 20 years ago? by ArsonSmith · · Score: 2

    I owned a Model T when it first came out, what is so different about a Tesla?

    --
    Paying taxes to buy civilization is like paying a hooker to buy love.
  27. welcome back to 1995 by Tom · · Score: 3, Insightful

    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.

    Go fuck yourself.

    'nough said.

    --
    Assorted stuff I do sometimes: Lemuria.org
  28. Re:Platform differences by Tom · · Score: 3, Insightful

    Because the only graphics that exist in the world are the high-end games that were intentionally written for hardware that didn't even exist at the time of programming, yes?

    Wake up, man. High-end gamers have long ago become the minority, ever since the rest of the world discovered that you can use computers to play games. "My little pony" games outsell most of the games reviewed in gaming magazines except for the top 20 or so. Farmville has more players than World of Warcraft had even at its peak.

    Occulus Rift is a cute toy for a gamer, but for people working in the 3D design sphere, it could have been a tool. I'm talking visualisation, architecture, construction, event management. Everything where a look at what it will look like before you build or make it can save you thousands or millions. Now have you checked lately what creative people use? I sat down in a room full of design people less than two weeks ago, and every single one of them had a MacBook Air or MacBook Pro. Zero windows computers in the room. You think they're going to give a fuck for your technical argument about driver support? If it doesn't support what they're working with, they'll not be using it, and that's it.

    --
    Assorted stuff I do sometimes: Lemuria.org
  29. Re: Mac/Linux support removed... mildly surprised by Bing+Tsher+E · · Score: 2

    Happy Smiley DRM is still DRM. The Infrastructure is in place and proven and operating for whomever comes along next to run the company.

  30. Re:Uh, we had that like 20 years ago? by ArsonSmith · · Score: 2

    you don't know much about the functional aspect of the model T then do you? The steering wheel and the fact it has 4 wheels on the road are about the only similar things it has.

    Just like VR 20 years ago had a screen in front of your face and some accelerators for tracking.

    --
    Paying taxes to buy civilization is like paying a hooker to buy love.