Carmack Compares Oculus Quest Hardware Power To Last-Gen Game Consoles (arstechnica.com)
During a talk at the Oculus Connect conference today, Oculus' CTO, John Carmack, compared the company's newly announced Oculus Quest headset to the Xbox 360 and PS3 in terms of power. Ars Technica reports: That doesn't mean the Quest, which is powered by a Qualcomm Snapdragon 835 SoC, can generate VR scenes comparable to those seen in Xbox 360 or PS3 games, though. As Carmack pointed out, most games of that generation targeted a 1280x720 resolution at 30 frames per second. On Quest, the display target involves two 1280x1280 images per frame at 72fps. That's 8.5 times as many pixels per second, with additional high-end anti-aliasing effects needed for VR as well. "It is not possible to take a game that was done at a high-quality level [on the Xbox 360 or PS3] and expect it to look good in VR," Carmack said. Expecting Rift-level performance from a self-contained mobile headset like the quest isn't realistic, Carmack said, partly for simple electrical reasons. While a high-end gaming PC often draw up to 500 watts of power, Carmack said the Quest only uses about 5W, a tidbit that should be of benefit to the Quest's still unconfirmed battery-life statistics.
That relative lack of hardware power is going to require some developers to adopt "a different programming style that's been necessary on the PC," Carmack warned. "With a modern PC, you have so much extra power, you don't need to be a hotshot programmer to make a game people love. You don't really have that convenience on any mobile platform, really, but especially not on our platform." That's not an insurmountable problem, Carmack suggested, as long as developers focus on the dozen or so things that players really need to concentrate on in an average game, rather than "thousands" of pieces of graphical fluff. He suggested developers look back to the lessons of platforms like the original PlayStation and Nintendo DS to see how developers crafted memorable experiences on much less-powerful hardware. Carmack went on to say that "realistically, we're going to end up competing with the Nintendo Switch... they'll pick up Quest as [a] mobile device, just like Switch."
That relative lack of hardware power is going to require some developers to adopt "a different programming style that's been necessary on the PC," Carmack warned. "With a modern PC, you have so much extra power, you don't need to be a hotshot programmer to make a game people love. You don't really have that convenience on any mobile platform, really, but especially not on our platform." That's not an insurmountable problem, Carmack suggested, as long as developers focus on the dozen or so things that players really need to concentrate on in an average game, rather than "thousands" of pieces of graphical fluff. He suggested developers look back to the lessons of platforms like the original PlayStation and Nintendo DS to see how developers crafted memorable experiences on much less-powerful hardware. Carmack went on to say that "realistically, we're going to end up competing with the Nintendo Switch... they'll pick up Quest as [a] mobile device, just like Switch."
"While a high-end gaming PC often draw up to 500 watts of power, Carmack said the Quest only uses about 5W" - So I'll save electricity while I give myself nausea-inducing headaches in your disjointed VR strobing slide-shows, sweet.
Fuck your FPS, fail.
You just can shove a crapload of big textures and pretend the hardware is more powerful than it actually is.
Baking, PRT, more baking, normal maps...
Hey Facebook! you suckered me into a high end PC for the Rift and now you are abandoning me to compete with Nintendo - suck it!
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lack of hardware power is going to require some developers to adopt "a different programming style that's been necessary on the PC,".
Yeah, they'll either have to do that, or simply not develop for the platform. I wonder which they will do.
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Sure, the PSVR has a slightly lower resolution at 960x1080xRGB per eye, but it does it at 120Hz.
I've found zero mention whatsoever of what type of screen is actually in it (OLED or LCD), which makes me think it's LCD based. At least the PSVR is an emissive OLED screen meaning black pixels are actually black and not some light-leaked-through-crappy-LCD-cells version of black.
folks developed for the 3DS because the install base was so huge. At $400 for a niche tech I don't see this taking off. Plus, well, a lot of the folks I know who want VR want it to be a bit more photo-realistic for... um... reasons. Maybe if they make games like this.
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"With a modern PC, you have so much extra power, you don't need to be a hotshot programmer to make a game people love. You don't really have that convenience on any mobile platform, really, but especially not on our platform."
In other words, game developers have become less interested in hardware familiarity, algorithm efficiency, and counting cycles, preferring to let the compiler optimize out their f**kups or the hardware to overwhelm bad style with massive parallelism. I guess I can understand; features and delivery schedules are set by marketing and management and aren't related to reality. And if you are a manger needing to cut overhead, and you decide to hire a bunch of fresh-out-of-school straight-A engineers in, let's say, southeast Asia who look good on paper but can't program worth s**t, you get what's coming to you.
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I own an Oculus Rift and have spent a substantial number of hours on VR.
What we really want, is an Oculus Rift with:
* Wireless headset. I would be very happy to have a battery back around my belt, or whatever. Please not on my head.
* Sensort-less tracking. I want to be able to take it anywhere
But, having a small bloody computer in there... really? No thanks. I will gladly use my own computer with a nice 1080, or my Gaming laptop with a nice 1050 (not much, but OK) if I really want to take it outside.
I really hope I can hook up the Quest to a PC and use it as a headset.
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When Carmack speaks, I listen.
First, developer support. Unless Facebook is REALLY putting a LOT of money behind it and develop a fair amount of good applications themselves, nobody else will. You'd have to train your staff to program for a platform that will likely have very few users in the beginning and is vastly different from any other platform you developed for so far. This alone will almost certainly guarantee that no AAA studio will jump onto it, they are VERY risk-averse. So what you'll probably get is smaller studios and indies that can take a risk.
Then there's the hardware. If the hardware is as powerful as last-gen console hardware, anything you produce will invariably suck if it has to stand against other VR titles on Occulus Rift and Vive that can tap the power of high-end PC gaming hardware. If you want to avoid motion sickness, at least to the best of your ability, you need to be able to produce a smooth simulation. Anything under 30 fps, more likely 50fps, will make people feel queasy. That means the poly count needs to go down. WAY down. In other words, the graphics you'll get will by no means be close to PS3. Playstation, maybe PS2, is more what you could expect.
A more sensibly comparison would be pitting it against mobile consoles. Comparing this VR set against other VR sets or making people expect playing current console titles in VR will lead to VERY disappointed customers.
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I see nothing but wins here;
- devs who make a game for quest will need to optimize it, this should benefit any platform as well.
- competing with the switch (compared power wise), i fail to see how this is bad, the switch is doing great!
On a long enough timeline, the survival rate for everyone drops to zero.
what I can't figure out is why these AIO headsets don't have an HDMI/Displayport input and a usb output for their tracking so they can do double duty as a tethered PC VR headset, and switch to being a stand-alone AIO when untethered. Having a portable (albiet low powered) headset that I can also plug in to my pc and use as PC VR would make it very much worthwhile to me.
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"With a modern PC, you have so much extra power, you don't need to be a hotshot programmer to make a game people love. You don't really have that convenience on any mobile platform, really, but especially not on our platform."
The hotshot programmer tends to deliver a tech demo, not a game.
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He lost all respect.
isnt the point of VR supposed to be its ultra realistic? its all about the immersion and i doubt you can get immersed with a giant headset on your head and shitty 3ds looking graphics.