The challenge, even on top end PCs, will be lighting. Some VR specific lighting solutions would be good, especially for PSVR2.
Do you mean in terms of the performance cost? As if so then by the time high quality UE5 games are hitting VR on PC we'll likely be well into the 40xx / 7x00 generation of GPU's which I'd expect to handle this level of graphics at 90fps+ at the high end. And hopefully if they incorporate DL based upsampling methods (DLSS does support VR now I believe) the image quality could even exceed what we're seeing here. And that's without considering any potential foveated rendering gains.
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