Bulky, expensive hardware, technical problems and questionable content are definitely the key barrier to mass adoption of AR and VR technology. mass adoption so that any technology that became ubiquitous is needed. With VR, that adoption is even more important as digital immersion can be overwhelming. As for the game content goes, it takes several years to create a great game, if it is being backed up by a major publisher. To close the circle - compared to the global gaming market, the market for premium games VR is small. Oculus and HTC are many promising experiences that will push those limits, as the cover 7 conference games oculus Connect 3.
Investors begin to lose money, the latter have won it with interest. Fear stops. From the stone age, we live in a world of stick and carrot at its core. However, you do not see every day that the requirements for a game - or in this case the entire platform game VR - are falling drastically. Creating new and better VR content also means new graphics and software solutions. As we know a key component to the game is the graphics processing unit (GPU). The paradox lies in the fact that even during intensive rendering operations, a significant proportion of the processing power of a GPU is sitting idle.
This behavior presents a great opportunity to make it even better through software upgrades architectural and asynchronous shader computing represents the next important step. In the last year, Oculus worked closely with Microsoft, NVIDIA and AMD to improve software architecture and reach new levels of performance. The result of these efforts is asynchronous Time Warp (ATW) and Asycnhronous deformation space (ASW)
A very basic method ATW existed back in the 1990s, during the early hours of VR - was even used in various devices mounted on the first generation VR head. Oculus Rift uses asynchronous Time Warp (ATW) to soften the perceived frequency table and reduces motion sickness. It works well when tracking the head position only, but does not solve the problems with the positional movements. Move within a virtual reality environment is one of the most difficult and important moments during the VR development.
So far, the commitment / most common solution is moving through teleportation. Today, Oculus launched a new call Spacewarp (ASW) asynchronous technology. As its name says, ASW prevents jittering position while allowing better use of the GPU. In turn, the ATW / ASW combination allows cheaper computers that provide sufficient power to run performance VR content.
These VR extensions are now built into the driver Oculus Rift, and supported through liquid VR AMD and NVIDIA VRWorks. In order to "celebrate" the launch of its driver, AMD pushed the next step in virtual reality accessibility with the launch of a limited edition CyberPower PC. By combining the AMD FX-4350 and RX 470 Radeon graphics processor, CyberPower is able to send this computer for just $ 499, when purchased with an Oculus Rift of $ 500.99. The system includes a keyboard, mouse, DVD drive, 1TB hard drive, and Microsoft Windows 10. With this PC, Oculus changed the minimum hardware requirements for handset Rift CV1.
New (minimum) specifications are:
- NVIDIA GTX 960 / AMD RX 470 or more
- I3-6100 Intel / AMD FX4350 or greater
- 8 GB of RAM +
- Compatible with HDMI 1.3 video output
- 1x USB 3.0 port, 2 USB 2.0 ports
- Microsoft Windows 8 or newer
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