With Oculus’s recent announcement regarding requirements and specs for the consumer version of their HMD (https://www.oculus.com/blog/powering-the-rift/), I figured it was the perfect time to write that performance bit I teased about the last time around. Let’s see how we’re dealing with optimization on FATED! First, some math to have a clear vision of what we’re trying to achieve.
Know Your Numbers!
FATED is pretty much fillrate bound (http://en.wikipedia.org/wiki/Fillrate), and it’s safe to assume that most early VR games will also be. This is why the following info is important.
A current generation game will generally push about 124 million pixels per second when running at 60 fps in 1080p. FATED is currently running on a GTX 970 (the recommended card for the consumer version of the Oculus) at ~305 million pixels per second.
1920X1080 upscaled by 140% = 2688X1512 * 75(Hz) = ~305…
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