Read more.Going by the free SteamVR Performance Test, does your system have what it takes?
Read more.Going by the free SteamVR Performance Test, does your system have what it takes?
Yes It passed all the tests, even though I am personally not interested in getting VR myself.
"There are no shortage of suitors when it comes to VR headsets"
Really?
There's only two at the minute, with Razer trying to own the OSVR side...
"Is your gaming PC deemed VR ready?"
Yes, no, maybe, depends....
My 780 Lightning is not good enough.... unless you overclock it a bit, whereupon it suddenly is just about in the green and so good enough. Certainly it worked fine on Rift DK2.
But then my CPU was the problem, despite it also working fine even without an overclock.
If you want über high-end output, probables not ready, no... but tweaking things down a touch, it could be a yes.
The more pertinent question is whether my *wallet* is VR-Ready!!
It is too early with VR still, likewise 4K still sort of is a myth at minimum 60FPS total
Yep, but I built a PC especially for VR so I would hope so 6700K, GTX 1080...and it eats every VR game I have played so far for breakfast.
I did have it running fine on low settings with a GTX960 though, so you can get away with less..but the difference between low and "ultra" in VR is very noticeable, and imo it's worth spending the extra to get a better setup. I don;t think a 970 really cuts it, you need a 980 or higher for a truly good VR experience across all games.
My PC is VR ready but my wallet ain't.
I find it funny that company's like AMD keep talking about the RX480 being an affordable way into VR, if I have enough disposable income to afford a £700 VR headset then the price of a GPU is the least of my worries...
Sorry AMD just using you as an example, love you.
2 980s and a 5960x, I have been fully enjoying 4k since last year and my vive since May. I have actually been considering building a smaller VR capable system as my current rig is less than portable and a lot of people have been asking for me to bring the Vive places.
Mine is high end of capable but appartently my R9 380 4Gb Nitro isn't good enough for VR.
Minds you, not overly bothered as I don't have the space for the Vive and both options are way to expensive regardless
I don't need to download the test to know what it'll say about the i3-2120 and it's HD2000 integrated graphics of my current gaming PC. I've no interest in VR though.
Everything except the graphics card.
* prays for competition luck
Already have a R9 390 but getting a gtx 1080 shortly. Either way Vr isn't an issue except for the nutty price of the plastic headsets.
Everything but the GPU is suitable for VR.. easy change out if I ever feel like going in that direction but as I wear glasses that's pretty unlikely.
Pass with flying colours, good job as a proud owner of a Rift.
Nope as I have a GTX960,but invested in a qHD monitor recently.
Ask me if I care. Facebook doesn't plan on selling more than a few hundred K. It takes 10mil consoles sold before devs pay attention, which is why MSFT had to say they were spending a billion themselves on games as sony left them in the dust (40mil ps4 vs. 20mil xbox1 and not really confirmed as sell through AFAIK). I have no intention of spending a dime on this stuff, since I have ZERO intention of wearing anything on my head. I have klipsch v.2-400's and Logitech Z560's, so even strapping on a headset is difficult for me to justify. Z560's will blow you out of your house and into the neighbors yard with them thinking you're in a war zone next door in a shooter etc...Klipsch however make sound come through that I never even knew existed in some games/music. Z560 for instance have no wind like sounds in unreal (fly through for instance), but Klipsch has it etc but lack the punch/boom factor of the base unit from z560. You literally feel the shotgun blasts in your seat, the floor vibrates in your feet etc...LOL. Remove your paintings from the walls before playing...ROFL.
Back on point: what I worry about here, is how much dev time it takes away from making the game itself to make a game VR compatible. I see a few pretty big titles doing it, and I'm hoping facebook etc paid on TOP of regular dev costs to get this done for a gaggle of titles as as an afterthought not main development. It's kind of like having a potentially great PC game ruined by devs making it console also. I hope that isn't the case for VR capable games. For the price to have fun here I'm thinking my disposable income will be a 30in monitor instead at 16:10 (pretty much dell at $1100-1200 for now).
Anyone have any idea how much dev time it takes to do this stuff or the cost to add it to a game? Maybe it's easy and takes a week or something once they know what they're doing, so there is nothing to worry about. But I somehow doubt that, and wonder how many will be shafted in gameplay, fun, content, etc to make this happen. I was happy to see consoles go AMD just to try to kill the "awe, crap it's console too, here comes a crap port again" garbage we usually get from that. Granted a few get it right, but usually...
Maybe if they figure out how to get it to google glass size or something I could bear it. But not a scuba mask...LOL. NEVER. Well, maybe for $50-100 I'd buy it as a toy just for kicks. For me I'd be pretty much completely losing my money, so it's not likely to ever be on top of my list of stuff I want. New gpu, 30in monitor and something greater than a quad on my list way before anything related to this stuff.
Nope, although weirdly my Intel Core 2 Quad (Q9550) passes! My Radeon R9 200 is apparently the bottleneck, not the 7 year old motherboard or ram...
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