Plus many of his specific points are just so temporary in nature, like resolution complaints, heaviness/comfort, tethered, form factor, etc. These will be solved in just the next few years.
Plus many of his specific points are just so temporary in nature, like resolution complaints, heaviness/comfort, tethered, form factor, etc. These will be solved in just the next few years.
For example resolution, arguably the easiest one to attack, when we are talking 4k res at 120fps, that is barely possible on the highest end PC rigs today with 2 or even 3 video cards in SLI.
If you could solve all the problems of lag, resolution and artifacting, but only give me Nintendo 64-levels of polygons and shading, I bet I could still have some pretty compelling experiences.
The graphics card issue is not that relevant, Gear VR with a mobile GPU is showing that it's not really about some arbitrary graphical fidelity bar. Yes, some of the highest fidelity cool stuff will be on PC but multiple cards won't be required. Both the Vive and CV1 will run great on one high end card, and by the time they upgrade to ~4k/120Hz... they'll still require just 1 card.
4k resolution is roughly 4x as demanding as 1080p. A lot of games run at 30 fps (especially on consoles) but most target 60 fps. If we want to do 4k @ 120 Hz, we are talking about 8x as much work. Rendering the scene twice (once for each eye) also adds quite a bit of overhead (lighting, etc.) and so that's a least a 2x factor. We are now looking at roughly 16x as much work. That is a very rough estimate but it gives a good feel for how much more processing is required to render the same scene in VR.