Published: 6th October 2016 | Source:Oculus | Author: Mark Campbell
Oculus reduces the Rift's PC system requirements
Oculus has been able to reduce the PC system requirements of the Oculus Rift thanks to a new technology called Asynchronous Space Warp (ASW).
Asynchronous Space Warp in simple terms is the next logical step for Asynchronous Time Warp, which will require a little bit of an explanation.
Right now VR requires a steady 90FPS framerate, but when your GPU cannot produce new frames in time it will go straight down to 45FPS, displaying the same frame twice on the headset. Asynchronous Time Warp adjusts the frames before they are displayed for a second time, adjusting the image for the headset's current tilt and angle. This will give the player the same frame for a second time with the correct positional date for that particular time, making the experience much less juddery and much more playable.
Asynchronous Space Warp takes this one step further, looking at the two previous frames and then adjusting the images given the headset's current location data, offering a much better visual experience for the end user which is much better suited for "room scale VR" or fast head movements.
Below is a video from AMD explaining Asynchronous Space Warp.
Using this technology games are now much easier to run on the Oculus Rift comfortably, allowing the company to reduce their PC system requirements significantly. This will allow much cheaper systems to be VR ready and reduce the cost of V ready PCs to as little as $500.
Below are the Oculus Rift's old and new PC system requirements.
Old Oculus Rift PC minimum system requirements (Now Recommended)
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