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News Oculus VR reveals Rift hardware requirements

Discussion in 'Article Discussion' started by Gareth Halfacree, 18 May 2015.

  1. Nexxo

    Nexxo * Prefab Sprout – The King of Rock 'n' Roll

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    I always assumed that the resolution was going up in the consumer release --it has been speculated for ages on the web exactly how high it was going.
     
  2. Yadda

    Yadda Minimodder

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    It was made somewhat more official last week (at last) when the Oculus blog stated a figure: 2160x1200 @ 90Hz split between both eyes (still a lot less demanding than 1080p @75Hz per eye).

    "On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second."

    https://www.oculus.com/blog/powering-the-rift/
     

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