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Oculus Rift CV1

Consumer Oculus Rift Resolution Revealed

Oculus VR has continued to drip-feed information about the consumer version of the Oculus Rift virtual reality (VR) head-mounted display (HMD) today, revealing its recommended PC specifications for anyone hoping to purchase the device when it launches in Q1 2016. Specifications about the kit itself remain unrevealed at this point in time, although a follow up post on the PC specs has revealed that, similar to the Crescent Bay prototype, the kit will incorporate two displays. The resolution for those displays also appears to have been revealed.

OculusRift_5

Oculus VR’s Chief Architect Atman Binstock revealed as much in his ‘Powering the Rift‘ blog. “On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second,” Binstock wrote. “In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift’s rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering.”

This obviously marks a step up from the OLED 1080p display seen in the Oculus Rift’s second development kit (DK2). Crescent Bay itself improved on that resolution, though Oculus VR kept the specifics of that display under wraps. For comparison, Project Morpheus on PlayStation 4 boasts a 1080p OLED display, though it also holds a refresh rate of 120Hz. It’s not yet clear what resolution features in Valve and HTC’s upcoming HMD, the HTC Vive.

VRFocus will continue to follow the consumer Oculus Rift closely, reporting back with the latest updates on the kit.

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  1. HTC says the Vive Developer Edition also uses two 1080×1200 90Hz screens. I’d be surprised if that changes for the consumer Vive given the short span of time until release and what Oculus just announced.

  2. Well it seems to me that the Rift and Vive are pretty close… However HTC are calling their kit “premiun” so I would expect more from them especially if they are selling for a higher price…. There are a lot of people who were expecting 1440p and are quite disappointed to hear the rift won’t have that when the mobile gear does… So at this point all HTC has to do to get my cash is put in a 1440p screen and match Oculus the rest of the way and I’m sold…

    1. I am an enthusiast who plans on building a PC rig that can easily handle 1440p… Heck my current rig can handle the Oculus specs…

    2. the pc rift is actually higher as its going to be dual displays, vs the gear vr using a single display. i’m holding out until 2019 for nvidia volta titans so i build a new gaming pc. i have tried a friends dev kit on my pc and works fine. but im sure games that are released will use more than my system can handle. i’m just going to wait til 2nd/3rd gen by that time and have a dual 4k /5k vr set

    1. Probably a couple of thousand dollars cheaper, and with a higher FOV.
      High resolution microdisplays have existed for quite a few years, but it doesn’t mean it’s the right technology for this application (just look at the FOV and price of the Sony HMZ headsets). Regardless, VR has already advanced giant steps in the few couple of years, can’t wait to see what the next 10 years will bring.

  3. I think that you are over stating the actual resolution of these things. OR is using marketing hype to make the resolution sound better. It seems likely that the two OLED displays are 2160X600 each. If you take the 233Mps and divide it by 90(for 90Hz) and then by 600 (vertical resolution) you get two times 2160. So the vertical resolution of each display is only 600 which is significantly less than 1080.

  4. I should mention that it could also be that the vertical resolution is 1200 and the horizontal is only 1080 spread out over a 16:9 field. Either way it’s not as good as a 1080p screen.

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