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Less Than 1% Computers Are Powerful Enough to Support VR, Nvidia Says
By Vincent Wang
Published: Jan 04,2016
TAIPEI, Taiwan — Virtual reality has been viewed as the most important growth driver of the IT industry in 2016, VR headsets, which create immersive 3D environments the wearer can interact with and explore, are poised to be the highlight of CES 2016. However it has a very real problem with the fact that few people own hardware capable of fully supporting Facebook’s Oculus Rift or other systems.
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According to an earlier report from Bloomberg, “Immersive VR requires seven times the graphics processing power compared to traditional 3D applications and games,” said Jason Paul, General Manager of Nvidia’s VR business unit. “Delivering VR is a complex challenge.”
However, there are 13 million PCs worldwide this year will have the graphics capabilities needed to run VR, according to an estimate by Nvidia, the largest maker of computer graphics chips.
In fact, those ultra-high-end machines account for less than 1 percent of the 1.43 billion PCs expected to be in use globally in 2016, according to research firm Gartner.
Nvidia suggests that a standard PC game runs at 30 frames per second. But to deliver the fluid, natural motion our brains need to be convinced an image is real, VR needs to achieve 90 frames per second on two video projections (one for each eye).
Nvidia is hopeful that VR could help boost a struggling computer market. The company expects the number of VR-capable machines to rise to 100 million by 2020 and said demand for VR could help boost sales of graphics chips.
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