Is The Rtx 3060 Vr Ready
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Decades after the 1992 moving picture The Lawnmower Man got our hopes up (and the ill-fated Nintendo Virtual Boy dashed them a few years later), virtual reality (VR) is finally happening in a big way. (Actually, this fourth dimension! We mean information technology.)
The simplistic, though nonetheless impressive, Google Cardboard and Samsung Gear VR platforms have both been around since 2014. And Google's updated Fantasize View landed in late 2016, upping the composure and condolement factor, while delivering a more robust surround for developers. These modest VR setups had you strap your smartphone into a viewer fitted with lenses, allowing your phone to go both the screen and the graphics-rendering device charged with creating an immersive world.
These were impressive early attempts at "cheap VR," merely the screens on virtually smartphones simply don't pack enough pixels to deliver a precipitous image a few inches from your eyeballs. And fifty-fifty since then, today's smartphone graphics fries aren't quite up to the job of rendering complex 3D worlds with loftier-resolution textures in a style that passes muster up that shut. Information technology's tough to experience truly immersed in a virtual world when you lot're staring at a grainy screen, blocky text, and distant mountains that look pixelated.
Those who want their virtual reality to look a piddling more, well, "existent" volition be more interested in today'south powerful mainstream VR headsets, or head-mounted displays (HMDs)—the Oculus Rift (and the Oculus Rift S), the HTC Vive, the HTC Vive Pro, and the Valve Index—likewise as the 'tweener category of Windows Mixed Reality headsets. The Oculus and HTC HMDs require a fairly powerful PC to create lush environments correct in forepart of your eyes.
Hither'southward how to assess what you need to use them. Spoiler alert, though, in case the headline wasn't a large enough inkling: The graphics card matters. A lot.
First: A Look at the Headset Specs
The Vive and Rift have rather like core specs, and as a result, have similar minimum hardware demands.
Both have an effective resolution of 2,160 by one,200 pixels (that is, 1,080 by ane,200 pixels per eye) and a refresh charge per unit of 90Hz. And both use OLED screens for rich blacks and bright colors, just like Samsung'due south high-end phones and tablets.
The Valve Index, meanwhile, has an fifty-fifty college resolution. Dual 3.v-inch 1,440-by-1,600-pixel AMOLED screens drive its display system, for an effective resolution of two,880 by 1,600 pixels. The result? A significantly sharper picture, with a remarkably high pixel density of 615 pixels per inch. At $500 only for the headset ($1,000 for the full kit), it's awfully expensive, though. And so at that place'south the Vive Cosmos family, with slightly college-res one,440-by-1,700-pixel screens.
Across the HTC, Valve, and Oculus offerings are a scattering of so-chosen Windows Mixed Reality headsets, which combine aspects of VR with reality-overlay augmented reality (AR). They haven't really taken off on the consumer side, but this category of devices includes the Samsung HMD Odyssey, which has the same resolution and same refresh rate as the Vive Pro, and the Dell Visor, with dual 1,440-past-1,440-pixel screens and a 90Hz refresh charge per unit. They accept lower hardware requirements than the Valve, HTC, and Oculus headsets, just these requirements can vary according to their intended usage cases. They're not entirely about immersive gaming (not all VR games piece of work on these headsets) and can exist used in situations involving interactive preparation or other specialized work usage cases.
What Your VR PC Needs: The Minimums
If you're putting together a gaming PC now to use with one of these headsets, or updating your existing desktop to make sure it's prepare for VR, only what will you lot need? The brusk respond: a fair fleck of graphics muscle.
The resolutions of the Rift and non-Pro Vive headsets aren't exactly footing-breaking, especially for PC gamers who are already gaming at the much higher resolutions of 1440p (2,560 by 1,440 pixels) or 4K (iii,840 by 2,160 pixels). But the 90Hz refresh rate that VR headsets demand means that your games will have to be running at or shut to 90 frames per 2d (fps), or ideally higher, to look equally smooth as they should. Don't downplay the necessity of that: Frame-charge per unit smoothness matters a lot more in VR than information technology does in traditional gaming, because judder and screen tearing while you're moving your head around in a virtual earth can cause dizziness and nausea.
The minimum hardware requirements for the HTC Vive and Vive Pro include an Intel Core i5-4590 or an AMD FX-8350 or better processor. In full general, that means whatever contempo-model Core i5 or Core i7 desktop CPU, such as the Intel Core i5-11600K or one of AMD's Ryzen 7 chips, should be more than sufficient. Given the similarity of the screens in the original Vive and the Rift, it's no surprise that Oculus' published minimum recommendations for the Rift include the same Intel CPU suggestions. For either HMD, yous'll ideally besides want 16GB or more of RAM, though 4GB is given as the bare minimum for the Vive and 8GB for the Rift. If you don't want to be continuing for long stretches in virtual darkness, waiting for your game's levels to load, we'd also strongly recommend opting for a solid-state bulldoze (SSD) in whatever VR-ready organisation.
The graphics card is the central piece of hardware, though. If you take an older video card, for use with the Alphabetize, original Vive, or Rift (and the Rift S), you'll really want at least a GeForce GTX 1060 card from Nvidia, or a Radeon RX 580, Radeon RX 590, or Radeon RX Vega menu from AMD. The GeForce GTX 1050 and GTX 1050 Ti won't cut it for the Vive, though an even older-gen GeForce GTX 970/980 or Radeon R9 290/390 mightsimply squeak yous by. The GeForce GTX 1050 Ti is given as the bare minimum for the Rift and the Rift S. With newer cards, a Radeon RX 5600 Series or a GeForce GTX 1660 Ti is where you want to start. Or any of the GeForce RTX cards will do. (More than on those in a moment.)
For the Vive Pro or newer Vive Cosmos HMDs, y'all'll desire to look a little fleck higher up the card stacks; the squeak-by cards are the same as for the regular Vive, but the recommended baseline is higher. More on that in a moment.
Upwardly the Stack: Higher-End GPUs for VR
If you're strapped for greenbacks, the abovementioned "borderline" cards should deliver playable performance for all but the most demanding current flagship VR titles.
Just given that these cards are the baseline recommended cards, information technology'southward likely, down the road, that a PC built effectually i of them might not run all future VR games perfectly at their highest settings. And if you're building or upgrading a PC specifically for VR, yous want to be sure that you're allowing for some functioning overhead, so your system can play VR titles that oasis't hit the marketplace yet, not to mention hot AAA games outside of VR at your resolution of choice.
For that extra breathing room, you'll want a more powerful graphics card than the threshold GeForce GTX 1060 or Radeon RX 480/580 cards. Traditionally, those looking for peak possible non-VR gaming performance have sometimes opted for a multi-bill of fare setup with two or more loftier-terminate GPUs. You lot could practise that for VR, but the roster of VR titles that properly support SLI (Nvidia) or CrossFire (AMD) multi-card configurations is small, and back up for SLI has almost evaporated in the last two generations of GeForce cards (the GeForce RTX 20 and 30 series). This, combined with the potential for frame-timing wobbles and other issues that plague multi-carte setups in in general, makes a unmarried powerful graphics card by far your best bet for smoothen VR at the moment.
So, then, which powerful cards? As 2021 kicks off, Nvidia cards based around Nvidia's "Pascal" 10-series graphics processors have yielded the floor to the company'south GeForce RTX GPUs, in both the "Turing"-based RTX 20 Series likewise as the newer "Ampere"-based RTX 30 Series graphics cards.
The VR-friendly GeForce RTX line is currently spearheaded by the flagship GeForce RTX 3080 and runs down, at the moment, to the more budget-minded GeForce RTX 3060 Ti and RTX 3060. Whatever of the GeForce RTX cards released to date are more than proficient enough for VR gaming in the state it's in today.
And then are AMD's top 5000 series offerings, the Radeon RX 5700 and RX 5700 XT, besides as the newest generation of RDNA 2 cards, the Radeon RX 6800 and RX 6800 XT. The AMD Radeon RX 6700 XT is likewise a stiff contender for AMD, though its somewhat lower frame rates in sure games that use the DirectX11 API might give some legacy VR players some pause.
If these top-enders are out of your price range, merely you're yet looking for something that's a pace above the VR GPU baseline, a good centre-footing card is one based on the GeForce RTX 3060, or fifty-fifty the GeForce RTX 2060, if you lot can even so observe one on the market. (All of the 10 Series cards higher than the GeForce GTX 1060 are end of life, in favor of the high-end GeForce RTX cards and the GeForce GTX 1660 and GTX 1660 Ti, which are the new baseline for VR among electric current Nvidia cards.)
Notation: The GTX 1070 is likewise HTC's recommended baseline carte for use with the Vive Pro HMD, then if you're looking for a card to apply with that headset, you lot ought to be in this premium-card mindset to starting time with.
So, Which Card to Buy?
To be sure: Here in 2021, video bill of fare prices are high, and availability is spotty as the industry works through its shortages of GPU production and supply bandwidth. But know that the more overlooked mainstream cards in AMD's and Nvidia's lines (the college-end GeForce GTX, as opposed to RTX cards, and the RX 5700 Series Radeons) can go you in on the VR action without spending four figures from an eBay scalper. You lot don't necessarily need the very latest and greatest bill of fare, unless you lot as well aim to play AAA games exterior your VR headset at resolutions like 1440p or 4K.
I last detail to retrieve about in lite of VR on the latest video cards, before we get to our card picks: Many cards based on the GeForce RTX 2080 Ti, RTX 2080, and RTX 2070 GPUs, and some RTX 2060 cards (including the "RTX Super" equivalents for models that have them), have on their backplane a port called VirtualLink. (That'southward not to be dislocated with NVLink, the edge connector at present used for bridging a few choice RTX GeForce cards for twin-menu SLI.) VirtualLink ports are actually special USB Type-C connectors that too support DisplayPort output and a sure amount of power delivery; the VirtualLink spec outlines an operating mode that allows for data, ability, and video to futurity VR HMDs to run across this single-wire connection.
That said, that future may never arrive. No current VR HMDs support VirtualLink at this writing, nor are we aware of whatever coming, but information technology's something to proceed in heed if yous've seen mention of information technology. (Valve planned a VirtualLink adapter for the Alphabetize and after canned it.) Both Nvidia's latest RTX 30 Series line and AMD'due south Radeon RX 6000 series accept done away with the VirtualLink port altogether on the reference cards, which may be cementing VirtualLink every bit withal another "come and gone" engineering science before it even had a chance to get off the footing. In that location's been no VirtualLink action in new 2021 cards, either.
As for the cards beneath, conduct in heed that the AMD Radeon RX cards and Nvidia GeForce Founders Edition cards we tested in 2020 are reference cards, or the fleck makers' baseline versions of cards with their GPUs. Many other carte du jour makers result cards, not reviewed hither, with the same core graphics processor that will deliver shut or amend functioning. You tin consider those equivalents in the same course, as well.
Source: https://www.pcmag.com/picks/the-best-graphics-cards-for-vr#:~:text=The%20VR%2Dfriendly%20GeForce%20RTX,the%20state%20it's%20in%20today.
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