- Jun 20, 2007
- 3,884 (0.69/day)
|Processor||i7 2600k @4.8ghz|
|Motherboard||Asus P8P67 Pro|
|Cooling||CPU : Noctua NH-L12 GPU: EK FC 1080 via Magicool 360 III PRO > Photon 170 (D5)|
|Memory||16gb Kingston Hyper X DDR3 @2133|
|Video Card(s)||GTX 1080 TI|
|Storage||Samsung 8series NVM 1TB, Hitachi 3TB 2x 5400|
|Display(s)||Predator X34P/Tempest X270OC @ 120hz / LG W3000h|
|Case||Fractal Define S [Antec Skeleton hanging in hall of fame]|
|Audio Device(s)||Asus Xonar Xense with AKG K612 cans on Monacor SA-100|
|Power Supply||Seasonic X-850|
|Mouse||Razer Naga 2014|
|Software||Windows 10 Pro|
|Benchmark Scores||FFXIV ARR Benchmark 1600p score 12,098[this means nothing any more!]|
That is what I meant yes. The Vive has a separate unit but it is like a jump box before it goes to PC - it still has to go into the video card. No idea about the Rift but it uses a camera which should be USB.
Razer had a beta/alpha unit out for a while, but it didn't get much support. I doubt there new one will either. However, there are multiple companies coming out with headsets.
IMO, now is not the time to get into VR unless you have money to spend. I believe in a max of 2 years time, we will have a handful of very good headsets that have some form of wireless, motion tracking, and or compatibility across systems/games.
Not sure how much headsets are going for used, I haven't bothered to list my Vive yet, but I would definitely get something used if you can find something in good condition just so you can avoid part of the premium.
What happens to games that use analog sticks to induce camera movement? Does the head tracking cancel that out and you can use that analog axis to perform another function?