15 Best VR Horror Games to Play This Halloween

Things seem to be gradually getting back to normal for many of us as costume parties, haunted houses, and tossing candy to trick-or-treaters are all back on the Halloween menu this October. If you’re looking for an extra fright this spooky time of year though, go no further than these top VR horror games which are sure to send shivers down your spine.

Here’s our top 15 favorite VR games which span the gamut of horror and thriller sub-genres.

With rare exceptions, most of the games below support all major VR headsets, including SteamVR, PSVR and Oculus Quest. We’ll get the platform exclusives out of the way first before heading into the cross-platform titles.

Platform Exclusives

Resident Evil 4 – Quest 2

Fire up the nostalgia train for one of the most beloved survival horror games out there, as Capcom has teamed up with Facebook and Armature Studio to bring Resident Evil 4 (2005) to VR in a big way. Although it’s still not what you’d call a native VR experience, the new first-person viewpoint really works alongside some fine-tuning by Armature to make this a much more immersive and visceral way to enjoy the 15 hour zombie-slaying adventure. The only thing we want out of RE4 now is broader support for other headsets besides Quest 2.

LinksOculus Store (Quest 2)

Lies Beneath – Oculus Quest & Rift

What bumps in the night must be killed, no question. In this graphic novel-inspired survival horror, you traverse levels delving into the psyche of the protagonist, Mae. Gain a full arsenal of weapons as you battle different monsters, all of them intent on putting a stop to your one-way quest to salvation.

Links: Oculus Store (Rift, Quest)

Resident Evil 7: Biohazard – PSVR

Whereas RE4 is all about running and gunning, Resident Evil 7 Biohazard is more on the horror adventure side of things, offering atmospheric frights and plenty of story to experience as you delve into the Baker House Mansion. Even at nearly five years old, this one is still very much worth your time if you haven’t played before. We were hoping for broader VR support when the flatscreen game came to PC, but that never happened.

Links: PlayStation Store (PS4, PSVR)

Half-Life Alyx – SteamVR

You may have a gun and a handy dandy gravity glove to help you, but nothing will prepare you for VR’s preeminent horror shooter, which dumps you into the quarantined zone (sound familiar?) for a zombie-killing good time. It’s worth the $60 bucks, although we’ve seen it on sale for $35 back in March. Maybe something to watch out for when Steam’s Halloween sale rears its head on October 28th.

LinksSteam (Index, Vive, Rift, Windows VR)

Hellblade: Senua’s Sacrifice VR Edition – SteamVR

Hellblade: Senau’s Sacrifice is a frightening action-adventure game that simulates psychosis, which is heightened in VR to such a degree that you’d be forgiven for taking a few breaks. The game’s disembodied voices whisper into your ears and criticize your every move, level geometry mysteriously changes as you look away to accomplish another task, making you question your own sanity. It’s a third-person game that doesn’t so nearly enough for the sake of making it more of a VR-native experience, but it’s so beautiful and well-crafted that we might just forgive it.

LinksSteam (Index, Vive, Rift, Windows VR)


Cross-platform Titles

The Walking Dead: Saints & Sinners

Where other zombie games may have failed to provide a good balance between creepiness and all-out zombie-ganking fun, The Walking Dead: Saints & Sinners has definitively succeeded. Enter a post-apocalyptic New Orleans as ‘The Traveler’ in this single-player RPG, where you’ll scrounge for parts, craft weapons, and broker deals between waring factions—all while dealing with the truly deadly hordes of ghoulies. Shoot, stab, rest and survive for another day.

Links: Steam (Rift, Vive, Index, Windows VR), PlayStation Store (PSVR), Oculus Store (Rift, Quest)

Wraith: The Oblivion- Afterlife

Just because you’re already dead doesn’t mean you’re safe in Wraith: The Oblivion – Afterlife. Set in a haunted Hollywood mansion that acts as a prison, you use your supernatural powers to unravel the mystery behind why the mansion is chocked full of ghosts. Run, hide, and don’t get caught.

Links: Steam (Rift, Vive, Index, Windows VR), PlayStation Store (PSVR), Oculus Store (Rift, Quest)

Five Nights at Freddy’s: Help Wanted

The makers of the famous jump scare-tastic Five Nights at Freddy’s, Steel Wool Studios, have done the unthinkable and made a version for all major VR headsets. Keep an eye on the monitors, manage power, and for heaven’s sake don’t blink for a second, because Freddy Fazbear and his possessed animatronic compatriots will definitely going to eat your face.

Links: Steam (Rift, Vive, Index, Windows VR), Viveport (Rift, Vive, Index, Windows VR), PlayStation Store (PSVR), Oculus Store (Rift, Quest)

Blair Witch

Franchise tie-in games aren’t always good, but Blair Witch bucks the trend by offering up a story-driven psychological horror game which has been thoughtfully rebuilt for VR headsets. The VR port does have its rough edges, but this dark, bone chilling story will truly force you head first into insanity. Make sure your flashlight is working.

Links: Steam (Rift, Vive, Index, Windows VR), PlayStation Store (PSVR), Oculus Store (Rift, Quest)

Red Matter

Take one part Soviet brutalism, two parts puzzle-adventure, mix them up in the low atmosphere of a mysteriously abandoned off-world colony, and garnish with a slice of Cold War espionage. That’s the sci-fi thriller Red Matter in a nutshell. Creepy, unsettling atmosphere and no jump scares.

Links: Steam (Rift, Vive, Index, Windows VR), PlayStation Store (PSVR), Oculus Store (Rift, Quest)

Arizona Sunshine

As the years pass us by, it’s amazing how Arizona Sunshine persists as one of the besy co-op zombie shooting adventures out there. Zombies popping out left and right, dwindling ammo—there’s not much more to say about Vertigo Game’s story-driven co-op shooter Arizona Sunshine. Ok, maybe one thing: practice your headshots.

Links: Steam (Vive, Rift, Index, Windows VR), Viveport (Vive, Rift),  PlayStation Store (PSVR), Oculus Store (Rift, Quest)

AFFECTED: The Manor

AFFECTED: The Manor is an oldie but a goodie. Essentially a haunted house simulator, in Affected you move through multiple pathways and obstacles on your way through a number of classic horror tropes. Only being able to see by candle light  simultaneously adds immersion while detracting from user sanity.

Links: Steam (Valve Index, Windows VR), Viveport (Vive, Rift),  PlayStation Store (PSVR), Oculus Store (Rift, Quest)

The Room VR: A Darkmatter

This puzzler lets you step back into Edwardian-era London, 1908. As a detective, you’re tasked with investigating the disappearance of an esteemed Egyptologist where you’ll explore cryptic locations, examine gadgets and uncover an otherworldly discovery which blurs the line between reality and illusion. No jump scares, plenty of puzzles and creepy vibes.

Links: Steam (Rift, Vive, Index), Viveport (Rift, Vive, Index), PlayStation Store (PSVR), Oculus Store (Rift, Quest)

In Death: Unchained

Sólfar Studios’ rogue-lite bow-shooter is drenched in gothic horror. You fruitlessly battle against increasingly powerful monsters with your trusty bow, all in service of an achievement-based progression system that advances between sessions, revealing yet more unseen horrors.

Links: Steam (Rift, Vive, Index), PlayStation Store (PSVR), Oculus Store (Rift, Quest)

The Exorcist: Legion VR

Broken down into five chapters with their own stories, The Exorcist: Legion VR serves up plenty of demonic entities, exorcism tools, hidden artifacts and atmospheric locations. Less scary and more ominous.

Links: Steam (Rift, Vive, Index), PlayStation Store (PSVR), Oculus Store (Rift, Quest)

– – — – –

Update (October 27th, 2021): It’s that time of year again, and rejiggered the list with more awesome horror games.

The post 15 Best VR Horror Games to Play This Halloween appeared first on Road to VR.

Everything We Know About Oculus Santa Cruz (so far)

Oculus Santa Cruz is a VR prototype that brings many high-end features of the Oculus Rift and Touch, most notably positional (6DOF) tracking on both headset and controllers, into a self-contained, standalone design. What follows is a brief overview of everything we know about the headset so far.

Updated: September 3rd, 2018

What is Oculus Santa Cruz?

Image courtesy Oculus

Originally announced at Oculus Connect 3 in 2016, the Santa Cruz project represents “the future” of Facebook’s long-term vision for VR hardware, positioned between Gear VR and Rift, aiming to deliver a high-end VR experience without the need for external sensors or a PC connection. Santa Cruz has many similarities in design and features to the Oculus Rift, but it isn’t the ‘Rift 2’; instead it’s a self-contained system, using an internal processor, displays, battery, and sensors for the same kind of positional (AKA 6DOF) tracking found on high-end tethered headset. That means it doesn’t rely on a host device like a connected computer or docked smartphone.

Unlike the Oculus Go, which is essentially an affordable all-in-one Gear VR, Santa Cruz is targeting a future ‘high-end’ mobile VR market thanks to its 6DOF tracking on both the headset and the controllers, and a more powerful processor.

What Are the Oculus Santa Cruz Specs?

Image courtesy Oculus

For now, detailed specifications are unconfirmed, as Santa Cruz is still in its prototype phase. However, it is likely to use a high-end mobile chip; specifically we’d bet on Qualcomm’s Snapdragon 845 as the underlying SoC, especially considering that the Oculus Go is built on a lower-end version of that chip.

Looking into the capabilities of the Snapdragon 845 then gives us some high level insights into the specifications of Santa Cruz. According to Chris Pruet, Oculus’ Head of Development Engineering, who spoke about Santa Cruz at GDC 2018, the headset’s thermal design allows the processor to run at higher clock rates than any similar device he’s seen.

We went hands-on with a Santa Cruz prototype in October 2017, which already featured what appeared to be higher resolution displays (but probably running below the Rift’s usual 90Hz) and improved Fresnel lenses when compared to the Rift. At the time we confirmed that the headset is using a pair of displays, and includes an IPD adjustment slider. If we had to guess, we’d expect that Santa Cruz is using the same 1,440 × 1,600 displays that are presently found in the Samsung Odyssey and Vive Pro headsets.

The most recent Santa Cruz images from Oculus show that the latest design remains similar to latest prototype we tried in 2017, in terms of incorporating the mainboard and battery into the display enclosure, with four ultra-wide cameras placed on the leading edges that perform the inside-out positional tracking, as well as tracking the 6DOF controllers.

The device also features integrated speakers hidden in the head strap (similar to the Oculus Go), along with volume buttons on the headset, plus a headphone jack for more private and higher-quality sound. The headstrap looks similar to the Rift at first glance, but has a different shape for cupping the back of the head, and is made from a more flexible, rubbery material.

Oculus initially debuted the Santa Cruz controllers with trackpads, but has since said they’ll return to thumbsticks. | Photo by Road to VR / Image courtesy Oculus

The Santa Cruz controllers look something like an upside-down Oculus Touch, and though earlier versions have been shown with a trackpad, Oculus confirmed the final design will feature thumbsticks and buttons instead of trackpads to bring the Santa Cruz controller inputs closer to Touch parity.

What’s Know About the Oculus Santa Cruz Release Date & Price?

Oculus hasn’t officially announced a release date or price for Santa Cruz, but recent reports indicate the company is targeting a Santa Cruz release date of Q1 2019.

While price is also unconfirmed, Santa Cruz is clearly a very different proposition to the $200 Oculus Go. With Rift-level components and a self-contained design, it seems likely that it will be considerably more expensive than the $400 Oculus Rift and Touch. Competitive products give us a likely idea of pricing as well, with the Lenovo Mirage Solo priced at $400 and the Vive Focus around $525.

We’re expecting to hear more information about the Santa Cruz launch date and price at the company’s Oculus Connect 5 conference at the end of September.

The post Everything We Know About Oculus Santa Cruz (so far) appeared first on Road to VR.

How to Tell if Your PC is VR Ready

With affordable PC-compatible headsets like Quest 2 and soon even PSVR 2 support, it’s easy to jump into PC VR. For the gamers considering purchasing a PC VR headset, one major question marks the starting point on your journey to a decision: does my PC meet the minimum specs? Here’s how to find out.

Updated – June 3rd, 2024

VR gaming is much more resource intensive than monitor gaming. In short, that’s because the render resolution is much higher than the 1080p displays used by most PC users today. Not to mention, VR games must also be rendered in 3D and anywhere from 72 to 144 FPS depending on the headset. Here we’ve got the recommended VR system requirements for the most popular headsets.

Before we dive in, you’ll want to know a few things about your computer. First and foremost, PC VR headsets are not supported by MacOS. Next up, you’ll need to know your PC’s specs. Expand the section below if you don’t already know where to find that info.

To determine if your PC can handle VR, there’s four core things you’ll need to know:

  • Video Card
  • CPU
  • RAM
  • Video Output
GPU
  1. Press the Start button and type ‘device manager’, select it from the list
  2. In Device Manager, expand Display Adapters, your video card is listed beneath
CPU & RAM
  1. Press the Start button and type ‘about your PC’, select it from the list
  2. In the About window, scroll down to find ‘Processor’ (also known as CPU) and ‘Installed RAM’
Video Output

For this you’ll need to look at the back of your computer and see which ports are available on the back, specifically on your GPU (which is usually lower):

Image courtesy Alienware

The ports can look very similar, so look closely at the shapes of each. Remember that you will need a free port to plug your headset into.

Image courtesy Alienware

Most headset makers provide what they call a ‘recommended’ hardware configuration for virtual reality gaming. This gives VR developers a baseline hardware target so that they can ensure the consistent FPS requirement is met. If your hardware does not meet the recommended specification, you risk dropping under framerate which can result in a choppy and uncomfortable VR experience.

The recommended specs provided by each company are relatively similar but there are some key differences worth looking at in detail:

Meta / Oculus VR System Requirements

Image courtesy Oculus

Oculus Rift S Recommended VR Specifications:

  • Video Card: NVIDIA GTX 1060 (6GB) / AMD Radeon RX 480 or greater
  • CPU: Intel i5-4590 / AMD Ryzen 5 1500X or greater
  • Memory: 8GB+ RAM
  • Video Output: DisplayPort
  • USB Ports: 1x USB 3.0+ port
  • OS: Windows 10+

Oculus Rift CV1 Recommended VR Specifications:

  • Video Card: NVIDIA GTX 1060 (6GB) / AMD Radeon RX 480 or greater
  • CPU: Intel i5-4590 / AMD Ryzen 5 1500X or greater
  • Memory: 8GB+ RAM
  • Video Output: Compatible HDMI 1.3 video output
  • USB Ports: 3x USB 3.0+ ports, 1x USB 2.0+ port
  • OS: Windows 10+ (Windows 7/8.1 no longer recommended)

Meta Quest, Quest 2, Quest 3, & Quest Pro via Oculus / Quest Link

Meta Quest headsets can also play PC VR games via Oculus Link. See this article for the most up to date info on Meta Quest recommended specs and supported graphics cards.

Valve VR System Requirements

Image courtesy Valve

Valve Index Recommended VR Specifications:

  • Video Card: NVIDIA GTX 1070 / AMD RX 580 or greater
  • CPU: Intel i5-7500 / AMD Ryzen 5 1600 or greater
  • Memory: 12GB+ RAM
  • Video Output: DisplayPort 1.2
  • USB Ports: 1x USB 2.0+ port (USB 3.0 required for camera passthrough)
  • OS: Windows 10+, SteamOS, Linux

Check your PC: You can automatically check that you meet these specifications with the ‘Are you ready for Valve Index’ app on Steam.

Sony PlayStation VR System Requirements

Image courtesy Sony

Important Note: PC VR support for PSVR 2 requires an official adapter available beginning August 7th. PSVR 2 on SteamVR is officially supported by Sony, but there are some caveats when used on PC compared to PS5; read more here.

PSVR 2 Recommended VR Specifications

  • Video Card: NVIDIA GTX 1050 / AMD Radeon RX 5500XR or later
  • CPU: Intel i5-7600 / AMD Ryzen 3 3100 or later
  • Memory: 8GB+ RAM
  • Video Output: DisplayPort 1.4 ((must have a standard DisplayPort or Mini DisplayPort output port, adapters from other ports will not work)
  • OS: Windows 10+
  • Additional Requirements: Bluetooth 4.0 or later

PSVR 1

  • PSVR 1 does not support PC VR

HTC VR System Requirements

Image courtesy HTC

Vive 1 Recommended VR Specifications

  • Video Card: NVIDIA GTX 1060 (6GB), AMD RX 480 or greater
  • CPU: Intel i5-4590 / AMD FX 8350 or greater
  • Memory: 4GB+ RAM
  • Video Output: DisplayPort 1.2+
  • USB Ports: 1x USB 2.0+ port
  • OS: Windows 7 SP1+

Vive Pro Recommended VR Specifications

  • Video Card: NVIDIA GeForce GTX 1070 / AMD Radeon Vega 56 or greater
  • CPU: Intel i5-4590 / AMD FX 8350 or greater
  • Memory: 4GB+ RAM
  • Video Output: DisplayPort 1.2+
  • USB Ports: 1x USB 3.0+ port
  • OS: Windows 10+

Vive Pro 2 Recommended VR Specifications

  • Video Card: NVIDIA GTX 2060 / AMD Radeon RX 5700 or greater
  • CPU: Intel Core i5-4590 / AMD Ryzen 1500 or greater
  • Memory: 8GB+ RAM
  • Video Output: DisplayPort 1.4+
  • USB Ports: 1x USB 3.0+ port
  • OS: Windows 10+

Vive XR Elite

  • Video Card: NVIDIA GTX 1060 (6GB) / AMD RX 580 or greater
  • CPU: Intel i5‑4590 / AMD Ryzen 5 1500X or greater
  • Memory: 8GB+ RAM
  • USB Ports: 1x USB 3.0+ port
  • USB Cable: Long USB 3.0+ cable for tethering to PC (our recommendation)
  • OS: Windows 10+
  • Router (for wireless streaming): Wi-Fi 5 / Wi-Fi 6 / Wi-Fi 6E

WMR & HP System Requirements

Image courtesy HP

General Windows Mixed Reality Recommended VR Specifications

  • Video Card: NVIDIA GTX 1060 (6GB) / AMD RX 470/570 or greater
  • CPU: Intel Core i5-4590 / AMD Ryzen 5 1400 or greater
  • Memory: 8GB+
  • Video Output: HDMI 2.0+ or DisplayPort 1.2+ (may vary based on specific headset)
  • USB Port: 1x USB 3.0+
  • OS: Windows 10+ (Note: Not supported on N versions or Windows 10 Pro in S Mode)
  • Bluetooth Some headsets require Bluetooth 4.0 for controller connectivity

HP Reverb G1 and G2 Windows Mixed Reality Recommended VR Specifications

  • Video Card: NVIDIA GTX 1080 / AMD RX 5700 or greater
  • CPU: Intel Core i5, i7 / AMD Ryzen 5 or greater
  • Memory: 8GB+
  • Video Output: DisplayPort 1.3+
  • USB Port: 1x USB 3.0+
  • OS: Windows 10 (may require latest updates)

Pimax VR System Requirements

Image courtesy Pimax

Pimax 8K X Recommended VR Specifications

  • Video Card
    • Upscale Mode: NVIDIA RTX 2060 or greater
    • Native Mode: NVIDIA RTX 2080 or greater
  • CPU: Intel i5-9400 or greater
  • Memory: 8GB+
  • Video Output: DisplayPort 1.2+
  • USB Port: USB 2.0+
  • OS: Windows 10+

Pimax 8K Plus Recommended VR Specifications

  • Video Card: NVIDIA RTX 2060 or greater
  • CPU: Intel i5-9400 or greater
  • Memory: 8GB+
  • Video Output: DisplayPort 1.2+
  • USB Port: USB 2.0+
  • OS: Windows 10+

Pimax 5K Super Recommended VR Specifications

  • Video Card: NVIDIA GTX 1080 Ti or greater
  • CPU: Intel i5-9400 or greater
  • Memory: 8GB+
  • Video Output: DisplayPort 1.2+
  • USB Port: USB 2.0+
  • OS: Windows 10+

Pimax 5K Plus Recommended VR Specifications

  • Video Card: NVIDIA GTX 1070 or greater
  • CPU: Intel i5-9400 or greater
  • Memory: 8GB+
  • Video Output: DisplayPort 1.4+
  • USB Port: USB 2.0+
  • OS: Windows 10+

Pimax Artisan Recommended VR Specifications

  • Video Card: NVIDIA GTX 1050 Ti or greater
  • CPU: Intel i5-9400 or greater
  • Memory: 8GB+
  • Video Output: DisplayPort 1.4+
  • USB Port: USB 2.0+
  • OS: Windows 10+

Pimax Crystal Recommended VR Specifications

  • Video Card: NVIDIA GTX 2070 or greater
  • CPU: Intel i5-12500/ AMD R7-3700X or greater
  • Memory: 16GB+
  • Video Output: DisplayPort 1.4+
  • USB Port: 1x USB 2.0+, 1x USB 3.0+
  • OS: Windows 10+

Pico VR System Requirements

Image courtesy Pico

Pico 4 Recommended VR Specifications

  • Video Card: NVIDIA GTX 1060 (6GB) / AMD Radeon RX 480 or greater
  • CPU: Intel i5-4590 / AMD FX 8350 or greater
  • Memory: 8GB+
  • USB Port: USB 3.0+
  • OS: Windows 10+

The post How to Tell if Your PC is VR Ready appeared first on Road to VR.

Analysis: An Estimated 58 Million Steam Users Now Have VR Ready Graphics Cards

High PC hardware requirements are one reason why VR is often touted as being highly expensive, but as GPUs have gotten more powerful and cheaper over time, more people than ever have ‘VR Ready’ hardware, even if they didn’t buy it specifically for that purpose. Today an estimated 58 million Steam users already have one of the most expensive parts of the VR Ready equation: a powerful GPU that meets the VR industry’s recommended specifications.

Updated – May 9th, 2020

In The Beginning…

At the end of 2015, just a few months before the first consumer VR headsets would launch in early 2016, NVIDIA estimated that roughly 13 million VR Ready PCs existed in the market. At the time, only mid to high-end enthusiast GPUs—starting at $330 and going upwards of $650—met the de facto ‘VR Ready’ recommended specifications which asked for a minimum of an AMD Radeon R9 290 or an Nvidia GTX 970. Much has changed since then.

NVIDIA’s GTX 1060, which is VR Ready, is currently the most popular GPU on Steam with a market share of 11.46%. | Photo courtesy NVIDIA

VR Ready GPUs Today

New generations of GPUs have launched from both AMD and Nvidia, bringing more power at lower costs, while at the same time expanding the pool of people with VR Ready graphics cards by making lower-cost cards powerful enough to handle VR.

Today you can easily pick up a VR Ready GPU on the cheap from Amazon, like the Nvidia GTX 1650 Super for $160 or the AMD RX 5500 XT for $180.

Advancements in NVIDIA’s latest laptop GPUs also mean that a much larger number of VR Ready laptops exist today than did prior to the company’s 10-series GPUs.

58 Million Strong

The impact of this lower cost and more powerful hardware has been dramatic in terms of the number of VR Ready GPUs on the market. Today, we estimate that 58 million Steam users have PCs equipped with VR Ready GPUs. How do we figure? Glad you asked.

Steam handily makes available a nice set of regularly update stats breaking down the hardware specs of their users; it isn’t a sample of all Steam users—data is only collected from those who opt to take the survey—but Valve represents it as an accurate tally of its population.

The Radeon RX 580 is the most popular VR Ready GPU from AMD among Steam users with a 1.85% share | Photo courtesy AMD

Pulling out the VR Ready GPUs from the latest stats tells us that 41.01% of sampled Steam users have VR Ready GPUs. Combined with Road to VR‘s Steam population model—which is based on historical survey data, along with official data points directly from Valve and Steam—we estimate that 41.01% represents 58 million VR Ready GPUs on Steam.

SEE ALSO
Analysis: 'Half-Life: Alyx' Adds Nearly 1 Million VR Users to Steam in Record Gain

That’s a far, far greater number than the current combined estimates of PC VR headset sales to date, but it’s certainly good news for headset makers and the VR industry, as it means the pre-existing install base to sell VR headsets into has greatly expanded in the last several years.

Given that 41% of Steam’s population has a VR Ready GPU, it’s surprising how often we still hear PC gamers say that VR is too costly because of the hardware requirements—in many cases the people making such arguments may be blissfully unaware that they already have the requisite hardware. This suggests that major PC VR players like Oculus, HTC, and Valve stand to collectively benefit simply by educating consumers that their hardware may already be capable of running VR experiences.

Further Discussion and Considerations

In the interest of thoroughness, here’s a few notes you should know about our approach to this estimate and a few things worth thinking about.

First, we only looked into the GPUs that met the de facto ‘VR Ready’ standard, which is a general (but not exact) agreement among industry players as to what GPUs are powerful enough for VR. For this estimate we stuck with GPUs which meet or exceed official “recommended” VR specs from the likes of NVIDIA, AMD, Oculus, and HTC.

In addition to the “recommended” ‘VR Ready’ spec, Oculus has its own slightly lower ‘Minimum Spec’ that relies on ASW technology to offer a smooth VR experience on less powerful hardware. If we add those cards into our estimate, it significantly increases the total pool of VR-capable GPUs on Steam to 76 million.

Second, a number of VR Ready GPUs are not represented in the Steam stats, especially ‘Pro’ cards like Nvidia’s Quadro and AMD’s Radeon Pro and W-series cards. Some very high end cards, like Nvidia’s Titan series are also not seen in the stats. Our guess is that a combination of sample size and market share of those cards may render them insignificant in the stats, and/or they may get lumped into the survey’s ‘Other’ figure.

Third, a system is not completely VR Ready by the GPU alone; the CPU also needs to meet a certain bar, and there’s a few specifics surrounding USB versions, port count, HDMI versions, and operating system. Based on the stats available, there’s no way for us to combine the CPU and GPU stats to identify individual systems which contain both a VR Ready GPU and a VR Ready CPU. If you want to know if your PC meet all the requirements, check out the headset-specific requirements see if your PC is VR Ready.

SEE ALSO
How to Tell if Your PC is VR Ready

Forth, this estimate only addresses Steam users, not the entire ‘universe’ of PC gamers. Though it can be reasonably argued that a great majority of PC gamers with the sort of hardware we’re talking about are also Steam users.

And finally, fifth, many of the same cards that were considered VR Ready at the launch of the Rift and Vive in early 2016 are still considered VR Ready today in 2020, despite the latest wave of cards bringing improvements in performance. That means that in addition to VR Ready GPUs simply being more prominent, part of the expansion in the number of people with such GPUs is being driven by the fact that the VR Ready recommended spec has been expanding in breadth. At some point, when it gets a little too wide, it’s likely that we’ll see the recommended spec drop a few of the older cards off the roster, but most likely not until the next generation of VR headsets.

The post Analysis: An Estimated 58 Million Steam Users Now Have VR Ready Graphics Cards appeared first on Road to VR.

Rift Roomscale: Oculus Details The Equipment to Use

Over the past week Oculus has been releasing lots of tech tips to get the best use out of its headset, sensors and Touch controllers. Today sees the final installment and its all to do with the extra equipment needed to make owners lives that little easier.

Firstly the blog looks at wall mounting and the cabling users might need for the optimal set-up. When purchasing the Touch controllers they come supplied with an additional sensor and extension cable. Should you need further cabling or for set-ups involving more sensors (roomscale), Oculus has listed several other cable brands its tried that might be worth a look. The company does note:

  1. Active extension cables tend to maintain their signal better than passive extensions, so we recommend you use them if possible.
  2. Since USB 2.0 uses less data bandwidth than USB 3.0, they often work more reliably with extension lengths 15 feet or greater. We don’t recommend any USB 3.0 extensions longer than around 15 feet.
  3. We’ve seen some instability when trying to connect four sensors on USB 3.0 on a single controller, as mentioned in our previous post, so we don’t recommend trying this configuration.

Oculus Rift - Touch

The sensors maybe one thing but what about extending the Rift’s cabling? Depending on where your PC is, the shape of your room and other factors, the 12 feet of cable may not quite be enough, so Oculus does have suggestions:  “you can try using USB 3.0 and HDMI extension cables to get a longer Rift cable. That said, we didn’t specifically design the Rift cable to work well beyond the default 12-foot length, so your mileage may vary if you decide to extend it. We’ve done limited testing with extensions up to 6 feet and have noticed it generally works well for the machines and hardware we tested.”

Going back to the sensors, optimal placement is key to getting the best roomscale, and that might just mean putting them on a wall in the corner of a room. The sensor can actually be unscrewed from the base plate to connect to a standard tripod mount. Or if you’ve got the skills, know how, and a 3D printer, print your own mounts (Oculus doesn’t make these).

For any of the extension options Oculus does state: “Non-Oculus equipment/service references are not recommendations, guarantees, or endorsements of products or performance.” So it might well be worth shopping around, especially if you’re outside of the US.

For the latest VR news, keep reading VRFocus.

Win a Development Contract at The VR Concept Game Jam

Continuing VRFocus’ event initiative, today we are pleased to announce a collaboration with The VR Concept for ‘VRFocus Presents The VR Concept Game Jam’. Taking place at The Four Thieves pub in Battersea, UK, The VR Concept Game Jam will challenge participants to make a unique multiplayer VR project in just 24 hours.

The VR Concept Game Jam

Sponsored by HTC Vive, The VR Concept Game Jam will see participants design an experience with a unique multiplayer mechanic that anyone can get to grips with immediately: simple but immersive, with a competitive edge. The Game Jam is designed to promote development of a VR videogame aimed a newcomers to the medium.

Offering a unique twist to the traditional Game Jam format, the winning team will be presented with a contract to showcase their experience to attendees of Laine’s public houses across London and Brighton, with a revenue share for paying participants. In addition, the winning team will take home a brand new HTC Vive headset, courtesy of HTC.

The VRFocus Presents The VR Concept Game Jam event will take place 6th – 7th February 2017, at The Four Thieves, 51 Lavender Gardens, SW11 1DJ, with light snacks throughout and dinner on Monday, 6th February provided by HTC. Applications for The VR Concept Game Jam are open now at https://www.eventbrite.com/e/the-vr-concept-game-jam-tickets-29557403991 and are free for all.