Will Virtual Reality Decide What Your Next PC Will Be or Will You?
What was once the basis of horror mixed with sci-fi in the television industry we have what is emerging to be the technological norm within a few years. Taking a pair of goggles that will let you see across the globe is no longer that far away anymore. Virtual Reality is here and it’s more than likely here to stay, for a very long time. Many people weren’t even aware that it was on its way nor did they realize that it’s already being sold.
Virtual reality and its close relative, augmented reality, is something similar to that of a mid-level prophet for the technological industry: a device which can be highly anticipated as a mass-market appeal, and one that demands primo components that of which Silicon Valley has historically struggled to justify and with due cause of course. Consumers and vendors alike obviously understand how to use virtual reality almost with instinct. Even though the price is high, it is still within reach of most computer consumers.
Equally as important, game and content designers have seemingly embraced it without much concern helping to sooth many concerns that virtual reality will be just another technological fad.
What excites the computer consumer industry most is primarily that while the masses think of virtual reality as a consumer-electronics device, the technological side of it depends on the computer that you’re currently using and its various internal ‘guts’. “We think that the computer will be just the center of the habitat, but on the leading edge of what consumers decide to do with Virtual Reality” said Kim Pallister, the director of content planning at Intel.
High technology and internal specs are the key to Virtual Reality’s longevity
Virtual Reality has its beginning in gaming, but investors hope it will surpass general computer gaming’s niche standing to become a vehicle to further carry importance gaming. With the evidence that gaming stats should well clear over twenty billion this next year, that would be quite a feat to make a real dent in the gaming industry. The potential of the new, upcoming virtual reality market has hardware companies slaving away and that is why you are hearing about virtual reality more so as the days tick past.
Lisa Su, Chief Executive of AMD, said at the GDC press meeting, “When you think about AMD, you think about three things: You think about gamers, you think about virtual reality, and you think about virtual reality experiences.”
However, playing an ordinary game and being exposed to any virtual reality experience will differ. PC gamers obsess over getting more and more resolutions and pixels per frame, and they try to equalize that desire with “playable” rates per frame, usually with 60fps being the standard but still not enough in the eyes of many gamers. But in virtual reality, frame rates aren’t academic: They only decide whether you’ll enjoy the experience or not, or perhaps even lose your latest meal.
Headsets like the Oculus Rift and the HTC Vive are locked at a 2160×1200 resolution, at 90Hz. That makes achieving 90 frames per second an absolute requirement for virtual reality: Anything that drops below that can cause the virtual reality images to stutter and lag, creating “simulator sickness.” It’s enough of a problem that Oculus reportedly handed out a list of puke meter ratings for its games at a recent press conference.
That 90fps minimum will strike through the technological market, management experts are reporting. Frank Soqui, the general manager of the enthusiast desktop group at Intel, said, “It’s going to absolutely influence chip design.”
“The more people see content, the more they want to see realistic content,” Soqui added. “It’s going to put pressure on the CPU to perform more physics and rendering….There are things we want to do with frame rate, and responsiveness, and latency—you have to get rid of as much latency as possible, to make sure people don’t get seasick. You’re going to go from 4K displays to 8K displays, from 4K total to 4K per eye. And then they’ll want holographic images. It’s a never-ending process of how do I get more immersion.”