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Article #694805

Re: 90 frames per second minimum for VR experience

#694805
From: john... John Lewis
Date: Tue, 24 Nov 2015 21:40
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On Sun, 22 Nov 2015 10:25:48 -0500, Rin Stowleigh
<rstow...@nevrhadgmail.com> wrote:

>On Sun, 22 Nov 2015 14:43:00 +0100, Werner Punz <we...@gmx.at> wrote:
>
>>I personally see VR at the moment as a fad in the hype phase.
>>
>>The problem is. The current generation of consoles is to underpowered to 
>>deliver a decent VR experience at enough framerate.
>>On the PC side you really need a powerhouse to drive those things.
>
>This was part of my point, though.  We are back to the point where the
>next generation of 3D immersiveness simply is not doable on console
>hardware.  The size and cost to manufacture/price point of a console
>are obstacles, and the one benefit (playing on a big TV) is no longer
>present.
>
>>Secondly, there still is the input problem unsolved.
>>Third, I am not sure how good it is for the eyes in the long run if you 
>>plug a screen straight in front of your eyes at 3-5cm distance.
>>Then there is the problem that you basically have to wear a helmet to play.
>
>Yes and this is a big limitation.  I don't want to wear an apparatus
>to play games.  However, if the experience is immersive enough, it can
>still be a cool hobby.  A lot of things can be done with VR that are
>very cool beyond just gaming.  It will take time before the technology
>gets to the point where we are only wearing a pair of very comfortable
>sunglass-sized goggles, but just like with the early gigantic mobile
>phones we have to start somewhere.
>
>>VR will go the way of television 3d, at the moment there is lots of 
>>press behind it. A load of early adopters will be burned and in the end
>>it will be there but relegated to its nieche for another 10 years with 
>>2-3 games per year supporting it in the long run.
>
>I agree VR won't replace PC gaming as we know it any time soon, but
>with all the potential uses I don't think it's quite the same as 3D
>televisions.

What kind of game-player needs a rapid-response '360 degree'
smooth-rotation spherical view -- the pilot in a combat flight-sim.

The non-professional flight-sim market has stagnated in technology for
many years, particularly in the area of graphics. VR may be the
technology to give developer and customer interest a renewed boost...
on a capable PC of course.

John Lewis
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From: john...@frontier.com (John Lewis)
Newsgroups: comp.sys.ibm.pc.games.action
Subject: Re: 90 frames per second minimum for VR experience
Date: Tue, 24 Nov 2015 21:40:17 GMT
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