Oculus last week revealed when the Oculus Rift CV1 will ship (Q1 2016). Oculus have very subtly revealed the resolution of the Oculus Rift CV1 in a blog posting from Atman Binstock who is the Chief Architect at Oculus and technical director of the Rift.
Well folks after literally years of speculation on the resolution of the Oculus Rift CV1. Here we have it, the official word is the Oculus Rift will feature a dual display 2160×1200 at 90Hz
The high resolution of the CV1 will require some serious hardware to drive at the native resolution. Oculus have recommended a minimum of a GTX 970 to drive all those pixel:
On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift’s rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering.
So there you have it. Will there still be a visible screen-door effect? My guess is yes, albeit not nearly as bad as the DK2.
I am hoping to be able to try it at E3 in June and will keep you all posted...
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