Sun Sentinel Broward Edition

VIRTUAL

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increase from last year with total revenue of $540 million, that’s a ways short of covering the $2 billion Facebook paid for Oculus VR in 2014.

The potential for VR has captivated people’s imaginatio­ns and wowed those who have experience­d the latest demonstrat­ions. A virtual climb up Mount Everest lets the wearer cross a crevasse on a narrow ladder, inching along as though you really were on the edge of a precipice, or stand on the deck of a sunken ship while ducking under the flipper of a blue whale passing by.

But making the virtual seem so real is highly hardware-intensive, and most computers struggle to meet the needs of VR. Facebook recommends that Oculus Rift owners have a computer with an Nvidia GeForce 970 or AMD Radeon 290 graphics card. Each costs at least $300, which is almost as much as an Xbox One or PlayStatio­n 4. While the graphics card is the bigticket item, the Oculus Rift will also require other bells and whistles, including an Intel i5-class processor, more than 8 gigabytes of memory, ports.

There’s a very good reason why VR demands such processing power: Anything less, and you might hurl. Early VR prototypes caused many testers to suffer from motion sickness due to slight delays in the screen’s responses to the user’s movements. A standard PC game runs at 30 frames per second. But to deliver the fluid, natural motion our brains need to be convinced an image is real, VR needs to achieve 90 frames per second on two video projection­s (one for each eye). Right now, that means a $1,500 laptop.

Facebook will start by going after gamers, who are used to dropping big bucks on gaming rigs to play the hottest PC titles. In a November earnings call, Facebook Chief Executive Officer Mark Zuckerberg said VR will take a while to pick up momentum. "There already is some very good content," he said. "But until there are millions of units out in the market, I don’t expect that to be a big industry for folks to be investing a huge amount in 2016." HTC didn’t respond to a request for comment.

While the Oculus Rift and the HTC Vive require

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3.0 powerful PCs, that’s not true of every VR device. For example, Sony’s VR headset will work with the PlayStatio­n 4. Samsung Electronic­s and Google make devices compatible with a smartphone. However, those versions, which rely on a phone’s screen inside a plastic or cardboard case, are rudimentar­y and risk turning people off to the technology, said Harding-Rolls. "There is a lot of work that still needs to be done before we have a mainstream product with broader appeal beyond early adopter gamers."

Nvidia is hopeful that VR could help boost a struggling computer market. The company expects the number of VR-capable machines to rise to 100 million by 2020 and said demand for VR could help boost sales of graphics chips. "Immersive VR requires seven times the graphics processing power compared to traditiona­l 3D applicatio­ns and games," said Jason Paul, general manager of Nvidia’s VR business unit. "Delivering VR is a complex challenge."

Analysts aren’t factoring in a major bump from VR for the computer market. IDC expects lower PC sales in 2016, which would make five consecutiv­e years of declining shipments.

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