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AMD Takes 83% Share of Global VR System Market

rtwjunkie

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BS. VR is now.

My hat is off to AMD, I'm glad to see them leading by a large margin in something.

However, VR isn't now. VR is a niche market, and likely will be for many years.
 
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The logic for the FPS and reduced resolution seems fair, and I agree with you, however the difference between left and right eye is not only shadows and lightning. One of the images must be rotated with 6 degrees or so and then applying lightning and so on. Anyway even this rotation should be less computational intensive than regenerating the whole frame again, but the questions is if the games/drivers do it like this, or if they just redraw and recalculate the whole thing again?
min of 2 degrees are needed for stereoscopic view and i am pritty sure it can be done with altering lights effects and shadows so that you can get 2 "different" points of veiw from one image just like homm 2 is made to look like "3d"
as far as i know/understand atm rendering technics for vr are just recalculate whole thing again, and again, and again.... why? it could be because math behind projective geomtery and image generation is quite heavy and programing game engine that can calculate it is huge effort or it could be because programers are lazy and/or cant understand that math or parts of both. as i said before i am not programer so above is only my understanding of the things.

Need 2 x 1080p (renders a separate view point for each eye--no, they aren't the same) and preferrably 90 frames per second...not 30 which is all consoles usually target. That's 373.248 million pixels to update every second or here comes the motion sickness.

PlayStation VR already announced their hardware is quite a ways below the Vive and Rift.

i never said view points are the same. i said that scene is tha same and that with clever application of light&shadow effects you can make it looks like being viewed from 2 differenet povs.
and if you have read beyond 1st line of the post you'd have seen why it isnt 2x1080p but is only 1080p and therefore all you calculations for 90, 120 or 14351432 fps is just fill in for the bin.
 

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PS4 adds an extra box that although no details (that I've seen) have been released I have a feeling it adds extra hardware to push the framerate needed in some form. Fidelity and resolution also won't be as great as PC VR. PS4 VR is supposed to be one 1080p screen while the other two are 2 separate screens. The tracking also won't be as fluid as IIRC they are using the PS4 camera to do this. From everything I've seen and heard I will probably pick up the PS4 VR device before I pick one up for the PC.
 

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My hat is off to AMD, I'm glad to see them leading by a large margin in something.

However, VR isn't now. VR is a niche market, and likely will be for many years.

Done right it'll be all the rage next year. I kinda hope Valve announces HL3 as a VR game.
 

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I'm sure it will be but we'll be seeing other Source Engine 2 titles long before HL3.
 
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