QUOTE(stringfellow @ Oct 27 2016, 12:15 PM)
Did he revised his statement after that 3 years have passed since that article? Coz he's talking about Oculus DK1/2 there, isntead of the finish Rift product.
Because the VR headset is strapped so close to your head, close scrutiny will always gonna reveal the imperfections of VR. It's a matter of providing enough fidelity/image quality to fool the user to think he's in that experience. One huge requirement is latency/smoothness in VR, 90fps on Vive/Rift, 120Hz onPSVR. On fixed hardware like PS4, to get high framerates, you lower image quality and/or resolution. How low do you go before people aren't immersed anymore?

A bigger question is, on fixed hardware like PS4, how low a graphical settings do you go (to maintain VR latency) to render at a higher resolution, before the image quality gets too crippled/horrible and breaks VR immersion?
There's a reason why games like Thumper and Rez Infinite works successfully on VR, it's easier to render wireframes without shading them, and it's easier to render less mobile objects moving in set rails than rendering full fidelity virtual cars in DriveClub VR.
I agree there many other important aspect besides resolution, but resolution and sharpness of VR picture will be one of the major concern in creating the perfect VR.
My thinking is like this, if a person expects the VR to look like the sharpness of their current TV display (based on their reasonable sitting distance), they would have to fill up every inch of their sight that is not occupied by the said TV set with a few more TV sets. Meaning if a person has a FHD TV that fills up 20% of his view, he will needs 5 same size TVs to fill up his whole view, he would require a VR headset with 5 times his TV resolution to provide him with the same "sharpness" he currently get from his TV. Just my 2 cents

Edit: So 5 times the TV resolution for EACH eye (the VR would have either a single display of 10 times resolution split to 2 eyes, or 2 display of 5 times resolution for each eye, to arrive at the same sharpness he normally gets from his TV. Of course here we are also ignoring the further aspect of pixel distance and such.....
This post has been edited by iGamer: Oct 27 2016, 01:17 PM