Oculus: Next-Gen Consoles “Too Limited For What We’re Planning”
During an interview that covered everything from consoles to the consumer model release window (Q3 2014 is the plan, it seems), Oculus co-founder Palmer Luckey addressed the impending console generation launch with a NOTHX.jpg-style comment.
“Consoles are too limited for what we want to do,” he says. “We’re trying to make the best virtual reality device in the world and we want to continue to innovate and upgrade every year – continue making progress internally – and whenever we make big jumps we want to push that to the public.”
“The problem with consoles in general is that once they come out they’re locked to a certain spec for a long, long time. Look at the PCs that existed eight years ago. There have been so many huge advances since then. Now look at the VR hardware of today. I think the jump we’re going to see in the next four or five years is going to be massive, and already VR is a very intensive thing, it requires rendering at high resolutions at over 60 frames a second in 3D.”
VR hardware, despite being an exotic segment in the eyes of many, has plenty in common with hardware in the consumer space. The biggest similarity? Delivering new and better hardware on an annual (or annual-ish) basis. Making VR hardware for consoles that exist ten years at a time doesn’t really jive with that strategy. Consoles might get smaller and less power-hungry over the years, but the compute and performance specs remain largely the same. This also explains why the Rift will be mobile-friendly, since phones and tablets are more powerful year over year.
Simply put: Luckey and the rest of Oculus VR like the fast pace set in the PC hardware world because there’s always a new bleeding edge to strive towards.
Oh, and the though of pairing a possibly-4K VR display with a console that typically plays games at 720p60? No thanks, indeed.