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Equally Palmer Luckey has said some dumb things.
He's not anti-console, it's simply that consoles don't fit their business model which is to iterate and sell a new version of Rift on an annual basis - he's said this several times. To do that he needs the host hardware to iterate as well. Console owners aren't going to buy Rift 2 with the higher resolution display and lower latency if the console can't drive it to make it worthwhile.This is why I said that Oculus having an anti-console stance is in the eye of the beholder, because what Palmer Luckey says here is obvious truth to me.
The Xbox One isn't a PC. It is virtually impossible for a win32 program to extract anything close to the theoretical performance from the graphics system because of all the layers. DirectX12 will help, but I can't see it completely closing the gap relative to a console because even if you can see every discrete hardware function, nobody is ever going to optimise for the hundreds of variations of graphics hardware like they can, and do, on consoles.In terms of graphics prowess the Xbox One is roughly on par with the HD4870 I bought almost six years ago now. My estimate is that VR won't be ready for prime time until we are at the 10nm lithographic node.
The dumb thing was what I quoted, which is why I quoted it. Not everything he says is dumb but he's young and has the brashness of youth. It's not consoles lack the power, Sony have demonstrated VR on PlayStation 4 at GDC. Lots of people used it. But doesn't complement their business model.So "dumb things" to you, is "perfectly sensible" to me.
Sorry. Is the OR audience actually expected to upgrade their machine every year? What sort of audience are they actually targeting? Sounds like they are marginalising themselves to a tiny niche (no doubt overruled by Facebook who want this tech everywhere and used by everyone).To do that he needs the host hardware to iterate as well.
Sorry. Is the OR audience actually expected to upgrade their machine every year? What sort of audience are they actually targeting? Sounds like they are marginalising themselves to a tiny niche (no doubt overruled by Facebook who want this tech everywhere and used by everyone).
VR on consoles won't be as good an experience as on a highend PC (middle end as the years progress) but neither are the games. As long as its good enough for the consumer, and with this market you're looking at more mainstream priced to be good enough, it'll have a market. Joe Gamer spending $400 in 2016 to get simple but effective VR on console is far more likely than Joe Gamer spending $800+ and then $100 every year to upgrade to get the latest, greatest VR visuals on PC.
Yup. PCs generally require investment (upgrades) to get better, consoles generally require time (familiarity with the architecture, optimisations).
Sorry. Is the OR audience actually expected to upgrade their machine every year? What sort of audience are they actually targeting? Sounds like they are marginalising themselves to a tiny niche (no doubt overruled by Facebook who want this tech everywhere and used by everyone).
VR on consoles won't be as good an experience as on a highend PC (middle end as the years progress) but neither are the games. As long as its good enough for the consumer, and with this market you're looking at more mainstream priced to be good enough, it'll have a market. Joe Gamer spending $400 in 2016 to get simple but effective VR on console is far more likely than Joe Gamer spending $800+ and then $100 every year to upgrade to get the latest, greatest VR visuals on PC.
This is incorrect. Console hardware does not get better. Games get more efficient and make progressively better use of the hardware feature set.
Dude, seriously, that wasn't obvious from context? Did you really need to post this because you thought I was suggesting console hardware in some way improved? :-/
Dude, seriously, that wasn't obvious from context? Did you really need to post this because you thought I was suggesting console hardware in some way improved? :-/
Perhaps not every year but frequently.
RPS: Conventional wisdom says, people look at their options and say “Well, do I want to put in the time and money to secure a really good PC, or do I want to get a PlayStation box that is pre-made for me?” If both have a VR options, what do you think most people will pick?
Luckey: I think that’s a very complex question that depends on what we do in the future, largely. But, you know, whatever your assessment of consoles is today, relative to PCs, that’s going to be much different a year from now, and then five years from now, and then eight years from now. One of those is going to remain the same, the other is going to move really really fast. The top of the line PCs from a few years ago are the $300 back to school special laptops. And that’s only taken a few years for that to happen.
That’s going to continue to happen in the PC space. And there’s gonna be a lot more power on both the high end and even on the low end for VR than any other platform.
And then the other thing is, I think it’s a bold choice to say, will people buy a PC for VR or buy a console for VR? Because most people have a PC. Not everyone has a high enough end PC to run VR but in a couple of years, like I said, all PCs are going to be a lot better. even the dirt cheap ones. It’s more a question of, I already have a PC, which do I want to buy to have VR now?
RPS: How do you plan to expand into mobile? What’s happening there?
Luckey: That is the long term end-game for the mobile hardware. We’ll get as powerful as top of the line PCs today, and you’ll be able to build it into the VR headset for next to nothing. That means you can do a lot of different things without being tethered to an expensive box, it can all be in the headset itself, and it’ll take years to get there. It’ll take years to get to an experience that is as good as the PC one today, but it is- that is the eventual endgame.
Seems just a little anti-console to me. IF he's intending to release on mobile in 'years', in 'years' mobile will get to PS4 level. If that's good enough for mobile, it's good enough for consoles. If that's not good enough for mobile, it'll be another 8 years after that before mobile becomes good enough (assuming we don't hit a wall). Is he just going to ignore mobile for all that time because the quality isn't up to high-end 2015 PC standards? Well, considering how they keep not releasing a consumer product because they keep waiting for it to get better, maybe that's the plan. But then someone else swill steal their thunder, offering a 'good enough' experience.
The consoles shouldn't be ignored, even if the games are visually simple. I think the only problem with Kinect and OR would be latency.
As Luckey describes it, it is about phases - note that the cell phone scenario is far in the future, and that the main vision there is that you use the phone itself as screen/gyro/MEMS/camera/application platform/headphone driver. In such a VR future Oculus would probably only provide middleware (or apps!) and possibly a holder with lenses and whatever calibration might be necessary for a given phone.I can agree that it's not Occulus's position ot make it happen on consoles, but the reasons don't strike me as fair. If the response was, "consoles are a good target but it needs the console companies to make it happen,"fair enough, but the reply was, "consoles aren't good enough." As you say, the power requirements for the target are ridiculous. If mobile is a target, the current consoles are a great place to start at power far greater than mobile will have for years. OR is already supported in middleware like Unity. Just needs a console driver and interface.
Actually, one issue is probably console outputs. With only one HDMI out, you'd either need a switcher or disconnect it from the TV. The HDMI switcher could easily be included in the breakout box though. In fact it'd work really well with Kinect. "Xbox, show on Rift." "Xbox, show on TV."