WEBVTT

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virtual reality or vr has been hailed as the next paradigm for gaming and

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immersion ever since it rolled out then

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rolled over back in the late 90s with early implementations like sony's glass

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tron being described by john carmack as

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like looking through toilet paper tubes

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fast forward to 2016 though and the tech

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was awesome but it still had a big problem the price

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because on top of the headset gamers in particular needed to shell out

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for much more powerful hardware than they would need to play the same game in

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flat mode but there's some good news

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since that time oculus who sponsored this video has dropped the price of the

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rift and continued development on some pretty

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neat invisible mechanisms that work in the background to make vr run on even

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relatively modest machines and we spent the last week testing to see

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just how modest a machine you can use and i think you'll be surprised

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let's begin with some of the efficiency improvements that are handled by your

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graphics card because in theory every frame of an image in vr needs to

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be rendered twice once for each eye

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so technologies like NVIDIA's single pass stereo make it so your pc only

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needs to set up the scenes geometry once and their lens matched shading actually

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cuts off any pixels which would not be

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visible anyway due to how the lenses in the headset work

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pretty neat then we've got the headset specific tech

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like oculus's asynchronous time warp and space warp which kick in any time your

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machine can't maintain the steady 90 frames per second that's required to

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prevent motion sickness by generating synthetic preemptive frames that act

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like a sort of suspension mechanism to smooth out the low FPS bumps

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getting this tech working right was quite a bit of work because

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gpus are designed for high throughput but not

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preemptive frame guessing so oculus

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worked with both GPU manufacturers as part of NVIDIA's vr works and AMD's

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liquid vr initiatives so it's more than

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a catchy slogan now let's introduce our bare minimum

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system so we paired uh where is it here it is a core i3 8100 quad core processor

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and a gtx 1050 ti and ran future marks

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vr mark which has a neat feature both the rift's minimum and vr ready

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performance requirements are baked into the results graph and what we found was

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that even our bottom of the barrel actually managed to meet the minimum

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spec bar so there you go video done

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peace out right no no wrong so upon further analysis we

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actually found that while our rig was outputting 90 frames per second in the

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basic orange benchmark which matches up

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with the refresh rate of the head mounted displays in the rift

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the actual target is 109 frames per second this is because

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aside from the graphics going on on the screen in vr the system also needs to

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read sensors and do a bunch of stuff in the background so

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with the overhead of vr the calculation

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is that 109 frames per second in flat

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mode should correspond to 90 frames per

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second in vr and superposition basically

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said the same thing so that setup was only good enough for

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like the very barest minimum spec

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so we do need to go a little higher but do

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we go for CPU or GPU

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well we were watching our CPU load pattern during the runs and our

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processor even though it's a measly core

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i3 well it is a quad core and it didn't look that busy so we bumped our graphics

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up to a gtx 1060 to see where that would get us

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usually people would pair such a card with an i5 class chip but

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we're focusing on vr here and even with

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all the trickery it is still mostly GPU bound and check this out so it turns out

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that i3 plus 1060 combo here

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actually looks good to go with a super rating in vr mark orange room and a full

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bar in super positions optimum preset so that puts our total system cost at just

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over 900 us dollars and bear in mind that that is including the Windows 10

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home operating system which microsoft recently jacked up to 140 bucks so if

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you already have Windows or whatever then

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well you can subtract that of course though those are synthetics so

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the next step is to go lab rat mode and put this to the test now

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normally i game in vr at home on a gtx

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980 ti so i will be able to tell the difference if

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this doesn't manage to stay as smooth so let's fire up the oculus performance

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profiler analysis tool and head up display which should help us pinpoint

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the cause of any frame rate drops that we experience

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oh cool okay so this is oculus's redesigned home

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interface thing now you've got this control panel here that you can move to

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wherever it is that you want it to go and then you can uh

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go ahead and decide well you know which menu do you want to see oh

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close them so there's my library there's my explore tab here then you can kind of

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adjust this one over here oh neat you can interact with the

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desktop as well oh that's trippy let's go ahead and look at the other

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monitor the one that's not capturing my experience right now ah yes

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hey you can mess with ivan hey ivan i am opening your start menu

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what are you gonna do about it i can touch you inappropriately

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oh wait i probably shouldn't open fraps oh that just glitched it out

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i don't know i don't know what this thing is yeah thank you

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let's go are your monitors different sizes yep

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one is 4k one is 1080. dang it ivan game now right

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uh walk around the place somewhat because see they've made it social so

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you can invite people to come over to your virtual home friends currently zero friends online

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thanks that's why you wanted me to open that isn't it all right what's

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next i play some robot recall you've played this game before haven't you i've

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played vr shooters dang it

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yeah it's really fun all right well i think that's good i

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think that's all the evidence i need this is working awesome

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so for our last trick we're trying out the climb

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kind of the the crisis of vr if you

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think about it that way like the graphics in this game are

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especially when it was first released are pretty incredible compared to

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what else there is now what i just

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all right oh that's a long way to fall

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huh this is maximum settings too

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yeah go go go go look at me i'm like superman

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superman oh wait oh oh no superman falls sometimes

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okay so actually that went surprisingly well but

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still the point remains that in a massive surprise to no one just because

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a benchmark gives you a good score and you can run many vr games well on a

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relatively inexpensive budget does not automatically mean that you can run any

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game maxed out in vr it's i mean same idea as in

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flat mode right so just like flat mode if you do have

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some more budget and you're buying a vr gaming rig it wouldn't be a terrible

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idea to bump your specs a little if you want to play uh vr versions of flat

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games like fallout 4 and skyrim since vr

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is more demanding but frankly i've actually found that the

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most fun that i've had is in games that were designed for vr and what's cool is

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that the climb in my opinion is more of

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a tech demo than an actual game and that one still ran decently

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and most of the vr games out there that i've tried some of which are good and

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free like robo recall are not nearly as demanding because it's in the developers

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best interest to reach as many customers as possible with their games so our pc

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right here and of course we're not factoring in some of the RGB nonsense

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and stuff like that in our in our cosport but our pc here can enable a ton

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of awesome vr experiences exactly the way it is

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so thanks to you guys for watching thanks to oculus for sponsoring this

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video if you guys dislike this video you can hit that button but if you liked it hit like get subscribed or maybe

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consider checking out where to buy the stuff we featured at the link in the

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video description also down there is our merch store which has cool shirts like

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uh is anyone wearing an lt t-shirt not no one where's your team spirit um

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like the lt t-shirts that we have and also our community forum which you

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should totally join
