Is your system VR-ready? NVIDIA's new program will tell you | PCGamesN

Is your system VR-ready? NVIDIA's new program will tell you


Among the many benefits of VR is its potential as an excuse to spend more money on your machine. After all, a smooth virtual reality experience requires 90 fps output over two seperate images, one for each eye. That takes a bit of grunt. NVIDIA will let you know exactly how much grunt with the release of GeForce GTX VR Ready, a program designed to analyse your spec and let you know if your machine can hack a good quality virtual reality experience. 

Will these upcoming PC games gain VR support in the fullness of time? We can only wait with expectant peepers.

By NVIDIA's own calculations, here's what you need under the hood for smooth VR gameplay:

·         a head mounted display

·         a PC with USB 3.0 support,

·         CPU: Intel Core i5- 4590 equivalent or greater CPU

·         8GB+ RAM of Memory/RAM

·         2x USB 3.0 ports and HDMI 1.3

·         Windows 7 SP1 or newer

·         GTX 970 (desktop) or GTX 980 (notebook) GPU 

It's not an unreasonable set of demands, but it's good to know before dropping what's likely to be a sizeable investment on a VR headset. As such, NVIDIA have used this minimum spec to advise system builders such as Scan, PC Specialist, and Amazon, along with manufacturers including Asus and HP, on their specs for VR-focused machines.

PCs and notebooks that hit those magic numbers will gain a shiny NVIDIA-accredited 'GTX VR Ready' badge, the idea being it'll be easy for punters to pick out an appropriate machine to enact their holodeck fantasies with. NVIDIA will also be offering GTX 970s as "add-in boards" to supplement machines.

Here's NVIDIA's general manager of emerging technologies Jason Paul with more:

"For customers, navigating an emerging technology like VR can be daunting. We’re working with trusted partners worldwide to simplify the buying process with a GeForce GTX VR Ready badge that will let customers quickly identify PCs or add-in cards that are capable of handling the demands of VR.”

It sounds like a re-badge for the trusty of GTX 970 that repositions it from the go-to gaming card (an accolade that'll likely slip away this year as both AMD and NVIDIA look to launch new generation cards) to the go-to VR card. 

Quite how the GTX VR Ready program works is as yet unclear, but I can only assume it shows you a spinning wheel for a bit while it noses around in your machine, then presents either an encourging tick covering the whole screen, or a massive, laughing skull.


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ZedClampet avatarJezcentral avatarQDP2 avatarClop_Is_Great avatar
ZedClampet Avatar
2 Years ago

These are the "recommended" specs from Oculus, but they also had a "minimum" spec. I find it hard to believe that any of these are going to run two screens at 90 fps, unless a lot of stuff can be just filled in from one screen to the other. I don't know exactly how it works.

Jezcentral Avatar
2 Years ago

The frame-rate should be possible. The resolution is "only" 1200x1080 for each screen.

QDP2 Avatar
2 Years ago

The problem isn't the pixel count, it's the restricted time between you moving your head and the game reacting. Input lag for last gen consoles was in the region of 75-100ms, whilst current gen consoles (and hence gaming engines) are running around 50ms. To avoid lag detection the engine needs to respond in under 20ms (which is no longer just mouse&keyboard/controller, but also head tracking). Then being two screens, it needs to render the screen twice (since each screen is a camera in a different location), each at 90hz. I wouldn't be surprised if nvidea's estimate of being 7 times more gpu heavy than 1080p 60hz gaming is true.

Clop_Is_Great Avatar
2 Years ago

So, I'm confused. Are these the requirements just to be able to plug in the headset and get 90 fps, with the game being extra on top of it?