How long do you want/expect each VR headset generation to last?

Nintendo Virtual Boy, so a couple of months.

I don't really know how it works, I just expected it to be a difference way of being a VDU so I expect it to last quite a few years without having to worry about updated models.
 
Until 4K resolution in each eye and foveated rendering, probably 2 years for each gen tops. Once those milestones are reached, probably 3-4 years.
 
PC:
Fall 2017 with basic eye-tracking. Not necessarily foveated level eye-tracking though (I believe that requires a framerate of 240fps to update in time for saccadic movements...).
That and a combined resolution of 4K.

PSVR:
Wait until 2019 to coincide with 3.gen PC hmd's when there's a combined resolution of 8K+ combined with saccadic-eye-tracking w/foveated rendering figured out.
 
I'm expecting a new one every year more or less from Occulus/Vive and for PSVR I'd expect a new one with whatever Sony consider the PS5. The expected rapid iteration is one of the main causes I'm hesitant to shell out on the PC options to be honest.
 
The processing unit is more like a stereo receiver. HDMI ports have a limitation on bandwidth, and the PS4 needs to send video data to both the TV and the headset at the same time. Hence, the PS4 compresses the video stream that is sent out of the HDMI port. The breakout box decompresses the compressed video stream so that the 1 HDMI port on the PS4 can output to both the PSVR and the TV. It doesn't do anything with graphics or power or any of that.

It's surprising how a lot of people still don't know this. I've seen several posts on other forums where people are saying the processing unit is adding to the graphical processing power of the headset. Sigh...
 
It's a hard one to say, but I dare say that PSVR will age sooner than the others.

However that opinion didn't stop me from preordering PSVR over the others

Countering that, I think PSVR won't get an update until the PS5 and even then, I wouldn't be _terribly_ surprised if there wasn't some overlap of PS VR working on PS5 at launch and then after the actual PS5 launch window has passed, they'd introduce a PS VR2. My guess is Sony won't want to dual-launch new consoles and new headsets and I doubt we'll see a PS VR2 on the PS4.

With the Oculus and VIVE, PCs don't have set release cycles, it's a constantly, slow moving crawl of progress. They can upgrade their headset when it seems appropriate to do so. Sony, on the other hand, is more tied to the console life-cycle model.

That's my guess anyway.
 
Depends on whether we have to upgrade the headset or the machine driving it. I imagine headsets will be fine for a while as long as you upgrade the machine pushing images to it.
 
On console: one headset per generation.
On PC : probably every year if we get more than Oculus & HTC on the market.
I don't see them being able to go on yearly iteration, just looking at how late the Oculus ended up being released ( from 2015 to Q1 2016, but avoiding Q2 only by a few days ) only to not even being able to have enough stock to meet even a day ( an hour ? ) of preorder....

But the faster the better, as much as I like VR even with a DK2, there is sooooo much room from improvement.
 
As much as I want to embrace VR and hope that it becomes a main staple for gaming.. I have my doubts. As with most any other "add on" peripheral it seems to come out the gates hot and then just end up collecting dust.

This brings me to another point about the future of gaming.... I can see that in the future consoles will come with the standard control scheme but offer these options such as Kinect or VR/ keyboard and mouse to help bring in people that would otherwise pass over the options.

again my worry is long term support.
 
I think we'll probably see new iterations every 2 years or so. That doesn't mean you can't continue to use your old headset with most content though.
 
We could see improved usability, tracking, cameras, controllers, headsets ergonomics... but none of those appears to be a genuine 'gen-2' event.

Increasing resolution is the obvious 'gen-2' trigger, but AFAICT the very best hardware available in 2016 is still going to struggle to run complex titles on gen-1 hardware. Adding more pixels seems silly.

If we had foveated rendering, then a resolution jump seems more likely, but AFAICT we'd need new rendering pipelines and very reliable tracking...

Based on what we've seen from HTC/Oculus, I'd guess 2-3 years before gen-2 happens.
 
PC:
I believe that requires a framerate of 240fps to update in time for saccadic movements...

Is there any material out there to corroborate this? Can't the eye tracking be done at a much higher frequency (240 hz) than the rendering fps (90 fps)? Pretty sure that's what SMI and FOVE are demonstrating as we speak (and apparently works well). I feel that the rendering being approximated to the current line of sight/focus is more than enough and doesn't have to refresh for every saccadic movement, which the brain is compensating for anyway.
 
Probably 2 years on PC, just because you can't just switch out the graphics card like in a PC, you need a whole new VR headset for $600+.

PS VR until PS5 I guess, maybe some minor adjustments before then.
 
I think the next BIG thing will be a new data pipe, specifically a wireless one. That's the first big hurdle they're probably worrying about. While there may be an update before this happens but "official" Gen 2 will be wireless.
 
New iterations every year would result in a crash for VR. Consumers don't want to buy something that isn't used constantly like their phone for big bucks every year and they definitely don't want to feel like their expensive hardware will become obsolete in the blink of an eye.

On PC: a yearly refresh.

On console: one headset per generation.

Gonna agree with these. People need to stop assuming that a lot of things can gain mass market adoption on a cell phone market refresh cycle. The cell phone market isn't even looking that good for anyone who's name isn't Apple or Samsung tbh. Now I know VR isn't going to be mass market any time soon, but if larger adoption is the goal, then the console model is going to be the most likely way for that to happen.

PSVR + PS4
PSVR2 + PS5

(Only exception is if there ends up being some glaring fault or mass illness/nausea inducing portion that requires changed hardware to rectify).

The PC ones will get updated more frequently yes, but considering the PC minimum, they were never intended to be mass market anytime soon anyway.
 
Yea this is the question that is vexing me. Anandtech did a run down on the OR hardware and cited the screen as still having some issues with visible pixels and the like for some games (they noted Project CARS, which is one game I am really excited to try in VR).

I want an OR bad, but I also maybe want an OR2 next year even more. Think about where this tech has come since the first OR DK. It's incredible. If this stuff hits with customers, it's going to improve very very rapidly. But I don't know if they are going to want to improve this technology this quickly, especially considering how computationally expensive it is.
 
On PC: a yearly refresh.

On console: one headset per generation.

It probably isn't going to even be like this. There will be other competitors popping up with their own approaches, likely iterating at their own pace. Many people will not be sticking with a single vendor waiting on "generations" of products
 
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