Powering the Rift
oculus.com
oculus.com
No surprises here for me though. After struggling to get DK2 and Unreal Engine on my Macbook Air running smoothly, I bit the bullet and bought a Windows gaming box just for the Rift.
Considering that I bought my current Macbook for iOS development in the process replacing my Samsung laptop running Ubuntu, this makes sense - platforms are just tools to get things done.
If budget does not allow all 3 of them, then choose whatever system makes most business sense for you. This should not be an emotional decision.
There already was; the Rift SDK license is one of the most hostile I've seen in a long time, and utterly incompatible with Open Source.
I was just hacking for fun, but a bunch of people are already in the middle of creating products and games and have a lot invested. The anger comes from the about-face, coupled with a loss in time/money investment.
Seems like reasonable thing to be mad about - I'm surprised you're surprised by it.
Seriously, if you didn't see a high-powered spec coming, you may want to reconsider your ambitions as a VR dev. If a current Mac Pro could accommodate a Nvidia 970/80, expecting Apple support would be one thing. But in the absence of a system that can support cards like these, what were people expecting?
I mean, Oculus has said over and over (and over and over) that their biggest fear is re-launching VR with a less-than-mindblowing level of quality and getting a negative to lukewarm response as a result. "Conversion on contact" is what they say they're after.
Your MBP + DK2 may offer a fun and easy way to familiarize yourself with the platform, but it's nowhere close to what's called for by the experience they've been promising to bring to market.
The good news is that they're saying the setup they've specified - though currently quite expensive - isn't going to change anytime during the life of the product. In other words, the only thing that will change is the price of this setup, which should be considerably lower by the time sets start shipping in 1Q16, and sales really get going later in the year.
Regardless of Oculus's sensible reasons for pursuing a one-platform strategy, you're talking about independent devs who have spent months or years building on a beta SDK only to be left hanging in the final runup to release. I'm confused why you're surprised.
[] If you're still not convinced, let me point out that Oculus supports Android with a separate SDK.
And John Carmack is working on it, and he probably doesn't care as much about OS X. Again, my point is that the constraint here is not the GPU, but Oculus engineering resources.
(I don't keep up with the advances in graphics cards)
VR doesn't work well with SLI right now, many people end up disabling all but one GPU in a multi GPU setup.
I used to be a big gamer when I was younger and went through a phase of having two "gaming laptops" (really more portable desktops...those things could fry your nuts if you put it on your lap). I now have a massive Origin desktop box that weighs ~100lbs and is an absolute beast. However as I get older, I'm realizing that I'd rather have that square footage for other home things and instead switch to a gaming laptop since they are much nicer and smaller now.
I wonder if gaming laptops of the near future will be able to sufficiently handle VR systems like the Rift. Having a truly portable VR experience like that is a very different scenario than being bound to sitting at a desk.
Sure it might be clunky at first, but you can technically strap the laptop to a harness of some sort and have mobile VR. You can't do that with a desktop.
Relatedly, can anyone give an estimate about how many years behind integrated graphics chips like Intel's are from Rift-compatible performance?
The nVidia GTX 970 has 3494 GFLOPS[1] of single precision processing power. The strongest currently available Intel integrated GPU (Intel Iris Pro Graphics P6300, GT3e) seems to have around 1000 GFLOPS[2] and is from November 2013. The September 2012 Intel Iris Pro 5200 has 832 GFLOPS[3], and the April 2012 Intel HD Graphics 4000 has 333 GFLOPS[4]. The pace of improvement seems to have slowed down for Intel. Given a generous 25% YoY growth, Intel will have a 3500 GFLOPS integrated GPU somewhere around 2020. There is high demand for mobile performance though, so with additional investments, perhaps a 33% YoY growth for performance-per-watt can be achieved? Then a 3500 GFLOPs integrated GPU could arrive as soon as end of 2018.
Even so, if VR is even mildly successful, I can imagine nVidia & AMD pumping out even bigger behemoths than the currently available 6144 GFLOPS[1] nVidia GTX Titan X. These giants will also receive annual performance gains, so the gap between heavily cooled desktop beasts and cool mobile parts will probably remain similar.
[1] http://en.wikipedia.org/wiki/GeForce_900_series#GeForce_900_...
[2] http://en.wikipedia.org/wiki/Intel_HD_and_Iris_Graphics#Broa...
[3] http://www.anandtech.com/show/6993/intel-iris-pro-5200-graph...
[4] http://en.wikipedia.org/wiki/Intel_HD_and_Iris_Graphics#Ivy_...
http://store.steampowered.com/hwsurvey
95.81% of Steam users are on Windows. If anything I suspect this understates the number of Steam users who have Windows -- I suspect some of the Linux and OS X users dual-boot. And I am sure it definitely underestimates the amount of Windows installs among people who have the horsepower to support the specs they're quoting; there's almost no laptops that support the Rift, which means the only thing in Apple's lineup that supports this is the narrow market segment of people who own the Darth Vader Trash Can and use it as a gaming machine, and I guess Hackintosh owners.
Resources are not infinite. Every dollar/man-hour/etc. spent on Linux and OS X support are resources not spent on something else. If there was a more competitive market for high-end PC gaming OSes it might make more sense to spend those resources there. But there isn't.
Hard to tell: how many install Steam under their dual-booting (or dedicated game machine) Windows and don't bother to install it under alt-OS as their games mostly don't run on it because the developer didn't bother supporting it?
> there's almost no laptops that support the Rift / the narrow market segment of people who own the Darth Vader Trash Can
Given the requirements, be realistic, there's not much PC either. It doesn't matter, as this is a nascent market. It also seems that everyone assumes that the games run must be of the Crysis or whatever the latest heavy-duty shiny AAA thing is. Hearing you all, I wonder how I even can possibly be enjoying gaming on my HD4000† under OSX. Turns out I do, and this is what infuriates me about those requirements. I do understand the requirements about latency and real-time scheduling constraints, yet I am convinced we can build innovative, great VR things satisfying those constraints even on "reduced" hardware.
† yes, games can be fun without SSAO, DOF, or even real-time soft shadows.
Not even that, I think.
Seriously?
It looks like 1996 with companies working for free for Microsoft and doing things like Windows only modems.
I was going to buy a Rift, now this will force me to buy a Steam machine with the VR set of Valve.
If I was told to develop an extremely high performance, low error rendering pipeline for such a product, you can bet I'd focus where the largest number of users are (PC gamers) and just try to build as robust an API as I could with eventual porting to Linux/Mac in mind. (E.x. As linux applications and mac hardware caught up.)
Hint: the reason they're probably looking at Windows--and that you are looking at Steam machines--is that there is a much more controllable environment for deployment. Having to deal with all the crazy of, say, X11 and OpenGL and nutzo drivers and everything when you really just want to install a super-low-latency path for your system is just a fool's errand.
Currently reading Masters of Doom and it's really good in case people are interested.
Here's the Promo video shown at a Microsoft event back then (cringe warning): https://www.youtube.com/watch?v=8dVAhFYjp9c
I suppose this will happen eventually, and that the first "Rift" is still intended as an "enthusiast" product with a more seamless, mainstream-oriented product to follow.
The big sellers are the 13-inch MacBook Pro and the MacBooks Air, all of which run Intel integrated graphics. And iMacs have mobile GPUs. Besides the cylinder Mac Pros, and older Mac Pros with new cards shoved in them, the entire line is short on GPU punch.
(Sorry. Bitter, Hackintosh-using "power user" rant.)
That said, simpler games with a focus on gameplay instead of graphics work just fine, such as Windlands. I'd suspect Job Simulator would be similar.
Even with a 4GB 960, you might run into memory bandwidth issues, but without running the software I'm just speculating.
This conclusion is based solely on rational observations, and it was arrived at in spite of huge optimism and engagement with VR and the VR community.
OSX and Linux are not serious gaming machines. It makes sense to improve the 95% of users gaming on windows machines and sacrifice the 5% who are simply complaining that their manufacturers/vendors won't support their gaming needs.