This is an interesting editorial over at CNET. (Link at Archive with no auto-start video.) It basically explains VR lies in the hands of devices like Gear VR and others that are much less expensive self-contained units. We look at these cheaper and much less capable devices as a good starting point for the unwashed masses, but these will get you nowhere close to what a fully head-tracked HMD with motion controllers will net you if you are wanting to “really” game. WIth these cheaper devices there is no tracking in space as to horizontal or vertical movements and VR without truly tracked controllers is more like a PowerPoint experience, but can surely be a cool looking one.
VR is still in the early adoption phase, albeit a long phase, and is yet to be truly affordable. For those of us that have taken the leap however, I would suggest that many of us have had a great experience. Below is look at Raw Data deathmatch, live with two players head to head at The FRAG event we did last month here in North Texas. The next FRAG event (which is a true old school LAN party) is scheduled for the weekend of April 27th.
There are two big hurdles for high-end VR to cover, and those need to be cleared very soon. First is the bridge to seamless wireless connectivity. We are using a TP Cast here now that works fairly well and will get you gaming tether-free. The secord hurdle is eye-tracking with foveated rendering.
This basically only renders the portion of the screen you are looking at high resolution and allows the rest of the screen in your peripheral to be rendered at a much lower resolution, freeing up a ton of GPU power. We are already seeing much better screens make it to market in the VIVE Pro, so we know those are already in the pipeline once we get to phase two of hardware.
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Source: [H]ardOCP – CNET Tells Us High End VR is Dead