Oculus: 'You do not need photorealistic rendering to achieve presence'

VRFocus - Oculus VR has, quite rightly, been insistent on the basic requirements for immersive virtual reality (VR) experiences throughout 2014. The company has stated time and again that, in order to achieve a true feeling of presence with the likes of the Oculus Rift and Gear VR head-mounted displays (HMD), titles need to run at a high framerate and follow a very specific set of golden rules. Surprisingly one feature that the company doesn’t consider essential to providing true immersion is photorealistic rendering.

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Neixus1409d ago

I certainly hope no one has said anything else, it's all about scale / motion regarding presence using a VR headset.

AgentSmithPS41409d ago

Whatever the product I know there will eventually be a reasonably priced one that's "good enough", obviously it won't be the best you can buy but if you want more you can pay more.

Other than being excited to be inside the game world with potentially huge enemies and more realistic depth, I'll just be glad to be able to finally look around without having to push an awkwardly placed button on the controller. In BF4 for example in the cockpit or even when driving cars and running around trying to watch your back.

??? I wonder what the best type of glasses/contacts to use with VR will be. Is it better to use gigantic old fashioned glasses so you see less of the rims (probably bought cheaply online somewhere), if you have to choose do you get bifocals or is distance or near best, more or less breathable contacts, etc?