I know Phil has repeatedly said there will be no VR support at launch. But the spec of Xbox Series X makes me wonder, it is possible to power a good VR experience? If not, does anyone know what are the missing pieces?
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Wasn't there like reporting recently saying Microsoft is partnering up with Valve for a VR headset?
Or is my brain playing tricks on me?
MS, HP and Valve.Wasn't there like reporting recently saying Microsoft is partnering up with Valve for a VR headset?
Or is my brain playing tricks on me?
That's for pc though, it's a headset made by HP, Valve, and Microsoft. It's not expected to come to Xbox at least for now.Wasn't there like reporting recently saying Microsoft is partnering up with Valve for a VR headset?
Or is my brain playing tricks on me?
Specs wise it could do it great. They just need to make/get/buy a headset and get dev support which is what they dont want to do because its a considerable money sink that isn't mainstream enough for them to justify it.
Doubt that SSD has enough process power to push the frame rates VR requires.
lol.Doubt that SSD has enough process power to push the frame rates VR requires.
Doubt that SSD has enough process power to push the frame rates VR requires.
wut.Doubt that SSD has enough process power to push the frame rates VR requires.
The breakout box was made for the share screen (VR visuals on TV screen), so its not really necessary.What port will they use for the VR headset? Unless they'll go with a breakout box type thing like PSVR?
Good VR experience, yes. It will run current games perfectly well, but it will likely not have any specific hardware features to accelerate performance. It also depends on the kinds of experiences that will span the entire generation. Whether or not their headset of choice supports inside-out tracking or things like foveated rendering will be very important. I can't see them having created their console with VR in mind as they aren't actively invested in VR being a tentpole feature of their console and even downplay it, but the headset they choose and the features it has is probably the most important thing.
Doubt that SSD has enough process power to push the frame rates VR requires.
Does the Xbox Series X have any other ports than USB that can be used?
MS have been working with MR and VR for years now. I expect their software and hardware support to be top notch as well. More than enough tech on the graphics, ssd and audio side to push VR. I kinda hope they do add support since it is good to have options and since that recent VR headset was MS, Valve and HP, it makes sense to push. Maybe even get some Steam VR support.I wouldn't be surprised if it couldn't match the PS5's ability to do VR, if only because I expect Sony to have developed technology in their hardware especially to accelerate some VR-specific operations, which Microsoft probably aren't doing in the Series X unless they already anticipating on seriously supporting VR at some point.
Also, does Series X have an equivalent to Tempest Audio? That's going to be a big deal for VR experiences. VR isn't all about the visual aspect.
Just give us Forza 8 and Forza horizon 5 in VR. Either on xsx or pc.
Power is there... no need to worry about that. If they jump in, it better be almost completely wireless.I know Phil has repeatedly said there will be no VR support at launch. But the spec of Xbox Series X makes me wonder, it is possible to power a good VR experience? If not, does anyone know what are the missing pieces?
Like what?I wouldn't be surprised if it couldn't match the PS5's ability to do VR, if only because I expect Sony to have developed technology in their hardware especially to accelerate some VR-specific operations.
There power is definitely there, the issue is that you can't go into it half heartedly.I know Phil has repeatedly said there will be no VR support at launch. But the spec of Xbox Series X makes me wonder, it is possible to power a good VR experience? If not, does anyone know what are the missing pieces?
It doesn't have a USB-C port, it does have a full size USB 3.2 port that could work depending what features the port supports. I doubt it though.If it has a full fat USB-C that can be used, that can be enough on its own - no breakout box etc.
My thinking is based on Sony's previous efforts to accelerate VR on the PS4 Pro (long article, so I've quoted the relevant paragraph below). I'm assuming Sony will continue to make similar efforts to further accelerate VR on the PS5 hardware too.
On top of this, we now understand that the Pro GPU includes custom hardware for accelerating virtual reality. While we're still chasing down the precise detail here, logical steps forward would be akin to what we've seen in Nvidia's hardware - stereo geometry processing, and multi-resolution shading. The latter in particular is a big deal: it would allow Pro developers to concentrate GPU resources on elements of the scene that are actually visible, as opposed to fully processing the periphery of the viewport, with resolution literally wasted in the final lens warp.
It doesn't have a USB-C port, it does have a full size USB 3.2 port that could work depending what features the port supports. I doubt it though.
While true, when people think of USB C they usually think of the 3.1 version that's in most laptops and computers and not the lower spec'd version that's a glorified charging port. Also despite the full port being 3.2 it might not support the video and power requirements VR would need to run on one cable. No way of knowing as is without a tear down or some word from MS. Really really really hope it does because I want VR on Series X more than anything just in case PSVR 2 doesn't get decent controllers or inside out tracking.Most USB C ports and cables are USB 2.0.
Type C is a connector. 3.2 is as good as it gets regardless of whether a C or A connector.
It's basically the same tech as VRS. Actually Nvidia implemented VRS for foveated rendering purposely.Foveated rendering can't come soon enough. Waiting for that before a buy a headset.
The shading isn't really the hard part. It's the eye tracking that needs more work.It's basically the same tech as VRS. Actually Nvidia implemented VRS for foveated rendering purposely.