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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.

16 of 227 comments (clear)

  1. 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 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.

  2. 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.

  3. 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: 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.
  5. 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!!!
  6. 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.

  7. 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."
  8. 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.

  9. 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.
  10. 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
  11. 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