The Complex Challenges for Consumer VR
Interesting to see from a BBC Technology report that although 2016 may well be the year that consumer VR moves to become Reality, it may not all be plain sailing.
Chris Hall, editor at Pocket-lint.com, told the BBC: “For many households, the recent trend for PCs has been power efficiency and reduction in size for greater mobility, meaning they may not have the power for the best VR experiences.”
The report indicates that a whopping 99% of PCs may not be up to the graphics capabilities required to run this new generation of VR headsets. An Nvidia spokesman commented that: “”Immersive VR requires seven times the graphics processing power compared to traditional 3D applications and games”. The thinking is the technological focus will shift to graphically enabling PCs to cope with the demands made by real-time VR, such as the Oculus Rift, which we have integrated into our ActiveDesk solution, or our higher end ActiveSpace. The piece estimates that while on 13 million home PCs are VR ready now, come 2020, a 100 million will have the required graphics capability.
This scrabble for power is less of an issue for many of our commercial clients, whose design and engineering departments have ensured their workforce is already powered up, but it does raise an interesting point: Whilst the new generation of VR headsets may seem to be low cost, for many home consumers this may be dwarfed by the cost of the necessary PC and graphics card upgrades.”
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