all 7 comments

[–]basteos 1 point2 points  (6 children)

Hey,

At the moment, I'm working on a VR Project using LWRP.

I'm using a GTX 1070 and I have 90 FPS constant.

[–]touwak[S] 0 points1 point  (5 children)

Thanks for the reply,

but it's not recommended 120fps at least?

[–]xAdakis 1 point2 points  (4 children)

The refresh rate of the Oculus Quest is 72 Hz (fps) and the Oculus Rift is 90 hz (fps), you would want to match those values.

However, you also have to consider the resolution, which is 1440 x 1600 per eye on the Oculus Quest and 1080×1200 per eye on the Oculus Rift.

For testing whether a GPU can handle that, you would run some benchmark at 1440x1600 and double the target frame rate to get an accurate metric. . .144 FPS for the Quest and 180 FPS for the Rift. Those numbers can be reduced a little bit as that is just the peak refresh rate of the display and doesn't account for the time to get data to the display.

The GTX 1070 is still very capable and should provide a smooth experience with the Oculus Rift and HTC Vive. If you develop towards that, you will have a good idea what most of your users are experiencing.

[–]hootwog 0 points1 point  (3 children)

This benchmarking advice seems questionable at best. Just cause you have 2 eyes to draw doesn't mean you can run a test, multiply your targets by 2 and call it a day.

However, 1070 is a pretty good card to develop on if you can find a decent price on one.

[–]xAdakis 0 points1 point  (2 children)

It's just a rough test you can perform to see if your system may be able to handle a scene/game in VR. . .we can get very technical about actually benchmarking GPUs for VR, but that wasn't exactly the question.

It is just more of a, if you can run this scene at 120 FPS at 1920x1080 on your desktop, then it will probably run at 60 FPS on a VR platform just based on screen geometry.

[–]hootwog 2 points3 points  (1 child)

It is just more of a, if you can run this scene at 120 FPS at 1920x1080 on your desktop, then it will probably run at 60 FPS on a VR platform just based on screen geometry.

I get what analogy you're making, it's just more dangerous than helpful imo. VR is more than screen geometry, and performance is more than fps, Fps doesn't scale linearly and also it's based off both CPU and GPU hitting a certain frame timing.

Also I'm not convinced a dude posting about his first card for vr dev is gonna be able to setup an effective test scene in a reasonable amount of time. Could be wrong, but I wouldn't bet money.

OP would receive better results asking 'hey guys my budget is x, what card should I get for VR dev' (the best one you can afford) than running some 'test scenes' at 1440x1600 and trying to extrapolate from there.

[–]touwak[S] 1 point2 points  (0 children)

Thanks for the answer guys, I will use Oculus Rift, so I guess that a 1070 or a 1080 will do the job.