With all the buzz regarding Virtual Reality gear, Oculus Rift seems to take the prime stag, having released a lot of information, plans and what consumers would expect from it once it will be released as a final product. However, there is still Sony’s Project Morpheus to take into account, but given that nothing but rumours were heard about it, focus was still on the Oculus Rift. That is, up until now.
Sony apparently has officially announced some of its VR headset specs, teasing fans with what should they expect when the manufacturer’s headset finally hits the market. The manufacturer apparently points to a 5″ panel, boasting a resolution of 1920×1080 pixels, 60 frames per second and a field of view of up to 100°, though most likely it will be 90° as a start.
However, considering that the headset will most likely be used for the PlayStation 4, things don’t quite add up. The majority of games for the next-gen consoles are not even playable on full HD, yet alone at a frequency as high as 60 Hz. Not to mention the FOV, which most likely will require a lot of processing power in order to render.
Anton Mikhailov, an engineer from the Magic Lab in the PlayStation R&D could shed some light on this problem with the following statement:
“Frame rate and latency should have really high priority, much more so than […] now when you make a game, you can sort of say, ‘Oh, I’m going to choose to do a 30fps game because it’s more cinematic,’ or whatever, or, ‘I’m going to cram more graphics into it. In VR, it’s not really a choice. You have to go at least 60, preferably higher. It’s kind of a new bar. There are new rules you should obey as a developer. Frame rate and latency are really, really important. […] There is definitely a graphical limit that you can’t go lower than”.
From the following statement, it seems that game developers are required to focus more on frame rate and smooth gameplay rather than detail. The question is whether virtual reality at the expense of stunning detail would really be worth it.