AMD, Intel, Nvidia, Basemark, And Futuremark Talk VR At 'What's Under The Hood' Panel At VR Fest (Video)

As we’ve mentioned in a number of previous posts, Virtual Reality was everywhere at CES. In fact, it was so ubiquitous that there was a separate off-site mini-conference called VR Fest that took place at the Palms Casino Resort at the same time as CES. Part of the VR Fest activities included a series of panel talks presented by the ITA's VR Council.

Back in the fall of 2015, Tom’s Hardware was privileged to moderate the 'What’s Under the Hood' panel at the ITA's Immersed 2015 Conference, and we were asked again to moderate a panel on the same topic at VR Fest.

After speaking to all the panelists, it looks like 2016 is going to be a very exciting year for them, with VR presenting both new opportunities and new challenges. We looking forward to keeping you abreast of any and all future developments in the VR space – 2016, the "Year of VR," is only the beginning.

  • bit_user
    Thanks for posting.

    I don't know who said desktop systems need to be more powerful than consoles because they have more "overhead". This just isn't true. Since they're a fixed hardware spec, consoles get away with being weaker because developers can tune the games optimally, for them. That, and PC games tend to be more cutting edge. Plus, PC users tend to do things like running higher-res displays and cranking up the quality settings beyond what the consoles use.

    Neil Trevett was exactly right, when he said mobile is limited by heat (and battery?). Desktops will be the VR platform of choice, for the foreseeable future. Not only because they can run much more powerful CPUs and GPUs, but also because it'd be a pain to lug around all the accessories (cameras, lighthouses, controllers, HMD, etc.) you need for the best VR experience. Eventually, AR (or using AR hardware for VR) might largely displace VR. But that'll be a while.
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  • Kewlx25
    17435647 said:
    Thanks for posting.

    I don't know who said desktop systems need to be more powerful than consoles because they have more "overhead". This just isn't true. Since they're a fixed hardware spec, consoles get away with being weaker because developers can tune the games optimally, for them. That, and PC games tend to be more cutting edge. Plus, PC users tend to do things like running higher-res displays and cranking up the quality settings beyond what the consoles use.

    Neil Trevett was exactly right, when he said mobile is limited by heat (and battery?). Desktops will be the VR platform of choice, for the foreseeable future. Not only because they can run much more powerful CPUs and GPUs, but also because it'd be a pain to lug around all the accessories (cameras, lighthouses, controllers, HMD, etc.) you need for the best VR experience. Eventually, AR (or using AR hardware for VR) might largely displace VR. But that'll be a while.

    It is true. With consoles, the games talk directly to the hardware with kernel level like control. This is a security risk they're willing to take. On the PC, you don't let user mode application talk directly to the hardware unless the hardware supports protected mode like the CPU.

    Vulkan and DX12 will be much closer to the hardware, but still not as close as consoles.
    Reply