3 ms·
60 fps is what mobile VR works at. And is used only on integrated graphics.
by MikusR 9y ago
60 fps is what mobile VR works at. And is used only on integrated graphics.
- mtgx 9y agoAnd you'll never get anywhere close to the realism of PC VR on mobile, nor will you have that experience for a long time. Just because it's "possible" to do VR with much lower graphics power, doesn't mean you'll have a similar experience. The trade-off is almost linear.
- rbanffy 9y agoRealism is good, but not essential. Only some productivity uses need high polygon count and depend less on textures (because you are conveying physical form) while gaming depends on what the desired look is. I don't think that enjoyability is a linear function of polygon count and texture quality. And realism will come. We still have a good 4x increase in transistor density in Silicon before going for the next clever trick.
- freehunter 9y agoYeah there are a lot of applications I can see that wouldn't need anything more than a flat square, maybe with a video overlaid on it. Not everything needs high-poly normal-mapped graphics with ambient occlusion and 4x AA and 10x AF. I was fixing a fence last weekend, and man it would have been nice to have an AR overlay of where the next board should be placed and where to put the screw when I can't see the board it's sinking into. That doesn't need realistic graphics, it just needs to be mobile. For VR, I mean Fruit Ninja was a really popular game for a long time.
- andybak 9y agoFruit Ninja would be a good example of something that needs 90Hz to be playable for any length of time without causing discomfort.