Photorealistic VR Requires 40 Times More Powerful GPUs Than What We Currently Have And That Could Take Years
Photorealistic VR is what we want to see in the future but how far away is it? It seems that we are not there yet and neither is the technology required to power it. Photorealistic VR requires 40 times power graphics cards as compared to what we currently have on the market and achieving that level of performance will take a few years if not more.
Visuals in games are getting better with each passing year and so are the graphics cards. Nvidia Pascal, for example, has been able to achieve great efficiency and performance and we have seen these GPUs integrated into laptops and small form factor builds.
PC gaming has seen a lot of growth as the hardware is better and there is a lot of variety and flexibility on the platform unlike the console segment of the market where you have capped frames and resolutions. According to the manager of Nvidia Brazil Richard Cameron:
“There is no FPS limit, you can play in different resolutions as well as monitor sizes, and you can collect quite different player experiences.The second factor is the visual quality of the games on the PC. Open as an open platform, the PC provides state-of- GPUs that provide a much better experience in quality. “
Gamers are always looking for something new and for something better and all this is for Photorealistic and with VR being part of the future of the gaming industry, gamers are going to look for Photorealistic VR but according to Cameron, that could take a lot of time.
“In order to make full use of raytracing in games, GPUs have to increase their computing power by a hundredfold. For an actual virtual reality, you need 40 times more powerful graphics cards, and it will take many years to develop, “
With better hardware, it is safe to assume that the VR headsets will also need to be updated accordingly and products like the current HTC Vive and Oculus Rift will not support Photorealistic VR.
Let us know what you think about Photorealistic VR and how far it is.