@quadknight said:
What's a "proper VR" experience? I don't get what that means. The device either does VR or it doesn't.
Every other thing outside of that is just icing on the cake. The are tons of impressions out there from people in the media that found PSVR experience more comfortable than OR. Graphics will always be a huge advantage that OR has over PSVR but other than that the core experience for both seems the same to me. I don't think the general consumer is expecting PSVR to look better than OR but I think they are expecting both systems to provide a decent VR level of immersion and so far from what I've seen both devices are very capable of that. OR is better at it but it doesn't mean PSVR doesn't provide a proper VR experience.
Proper VR requires a high enough framerate and resolution as well as proper technical graphics (higher LoDing and draw distances) as to both avoid headaches and nausea as well as give a fluid feeling to the world. The biggest thing is latency. The time it takes to take the player's head position, translate it to 3D space, render the scene, and draw to the screen is incredibly important to making sure the user feels connected to the world they are literally in.
Google Cardboard and your phone are enough to do VR, but it's not nearly enough to do it properly. VR isn't a binary thing. Proper VR requires a huge amount of functionality from multiple pieces of hardware to and the low latency to sell the experience. This is where I think Morpheus is going to fail and why people need to adjust their expectations of VR if they don't throw powerful enough hardware at it.
This is going to be a rare instance where the motherboard of the device is going to come into play. Passing data between the CPU, GPU, and RAM could introduce latency to the entire system that hurts the VR experience.
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