Oculus Rift: 2160×1200 Confirmed, Recommended Specs Shared

Oculus Rift finally got a commercial release window and now we know that it is just a matter of a little over a half a year before it will be sprawling all over the retail shelves.

However, the VR headset comes with some requirements and promises certain standards. The developers dug into the matters on the official website and confirmed resolution as well as the recommended specifications.

While explaining the kind of specifications that would be required to run a smooth game on the head mounted virtual reality set, they not only confirmed that the resolution that Oculus Rift runs on is 2160×1200, but also grew a comparison between what is required to render a usual 1080p and what the VR headset requires.

Atman Binstock, the Chief Architect at Oculus and technical director of the Rift states that you will need three times the GPU power:

The Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift’s rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering.

Moving on, they referred to the challenges posed by shooting for a good virtual reality experience and suggested the specifications your PCs should maintain in order to be up to the mark:

Given the challenges around VR graphics performance, the Rift will have a recommended specification to ensure that developers can optimize for a known hardware configuration, which ensures a better player experience of comfortable sustained presence. The recommended PC specification is an NVIDIA GTX 970 or AMD 290, Intel i5-4590, and 8GB RAM. This configuration will be held for the lifetime of the Rift and should drop in price over time.

What you will need other than this is:

  • Windows 7 SP1 or newer
  • 2x USB 3.0 ports
  • HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture

They do not have a timeline to share for OS X and Linux though, keep checking back for more on Oculus Rift.