Originally Posted by ToTheSun!
It's well established by now that 90Hz works well for the majority, but it's also known that a substantial portion of the target consumer base still feels nauseous. For that reason, we need higher frequencies.
Not due to low framerate most of the time, but due to literal motion sickness from your body expecting to feel forces that it won't. Some games are easy to adjust to, like The Climb, but others like Elite are just not possible without a frame of reference to stop you from kicking your digestive tract in reverse, and no amount of frame rate will help you.
There is a reason all good VR games are either room scale and/or use a teleportation mechanic. Moving without moving is bad for your brain.
Originally Posted by ILoveHighDPI
Ok, the real crime here is that VR is still largely targeted at high end PC users and does not have ANY options for changing refresh rate.
VR does not exist in a vacuum and no matter how neat head tracking is, what they're doing with the hardware they have is severely lacking.
Most games have visual settings, and at minimum have AA settings.
You do not want to be below 90hz. Over 90hz is not possible at the resolution the Rift and Vive use on the display standard they use.
You'll need to wait for next gen if you want "more", but if you think setting it to 60 to make it easier on your hardware will give you a good time, you're in for a baaaaaad trip.
Originally Posted by JackCY
They were exploring VR and AR for years now, as far as I know they canceled their AR much to disappointment of the people who then moved I think out of Valve again to continue the work. Guess their VR didn't get canned. Until VR moves to wide angle high resolution high refresh at reasonable price, not going to adopt it. Right now it's narrow view angle, low refresh low resolution at around 500+ EUR, that's a lot for what it offers when one needs a monitor for almost everything anyway. Neither is VR support a simple plug an play yet and application developers are required to implement it and they do not always do or it's done in a bad way.
Yes and no actually. You can absolutely mirror your monitor onto a virtual "tv" in VR and pretend you have a 200in screen. This method can give you 3D and can keep you from motion sickness by providing static reference points, but the resolution in a Rift or Vive isn't really all that high so you'll get Screen Door effect for days.
But besides that, you do not want most PC games in VR even if they WERE plug and play. You won't be able to see your keyboard for a start, and most UIs are obviously not made for it or the usual control schemes.
Half-life is a shooter. There are not very many shooters done well in VR, so I'm not certain I see this going well.