I've only tried cardboard, which I felt was equally marred by low resolution, low FPS, poor FOV, and poor graphics.
I assumed desktop VR kits would overcome all of those, with only res and fov being potential issues. Very happy to hear that the final res could be of high enough quality. The FOV is still of concern, but 1 out of 2 aint bad
Have they shown async to be better in real terms, and not just on paper yet? (serious question, I'm out of the loop on async)
low rendering latency is fundamental in VR, it makes or breaks immersion.
it's not an issue under low workload or DX11, that have limited multi-threading, nvidia is faster than amd.
but when the workload is big or under DX12, Asynchronous compute comes really handy for AMD, and where nvidia need to find a workaround, althoug this doesnt seem to be a simple matter to solve.
so my guess would be that will depands on the game and which API it uses DX11 or 12, we will see basic concepts of VR games on DX11, but my guess every big VR project will pick DX12 or vulcan, they will have much more control closer to the hardware, expecialy that VR games seem to have very specific needs, here is an article that might help.
AMD presentation of async here
more articles about DX12 and async here and here
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