For all of the public Oculus Rift demos so far, the demo systems have been driven by very powerful hardware, and for good reason. With the need to double-render a scene (once for each eye) along with keeping latency to an absolute minimum, Oculus and game developers alike have not been taking any chances on performance, always making sure they have more than enough to work with. Since the very first Rift demos GPU performance has improved at a decent clip, but rendering a scene quickly in 3D is still a demanding task. As a result we’ve known since the earliest days that the system requirements for the Rift would be rather high. But of course with the device still in development – and not...
2015 is going to be known as the year of virtual reality at GDC. Before the expo floor has even opened VR pitches, announcements, and press conference invitations are...19 by Ryan Smith on 3/3/2015
Alongside today’s announcement of the Galaxy Note 4, Samsung also used the occasion to announce that they intend to break into the nascent VR headset market with their own...20 by Ryan Smith on 9/3/2014