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Oculus’s “asynchronous timewarp” helps lower the cost of high-end VR 

It’s been a basic Oculus Rift fact: the headset’s graphics requirements are so stringent that it’s required a pricey, potent PC. But here at Oculus Connect, CEO Brendan Iribe just announced that the company is using a technology called “asynchronous spacewarp” to fill in frames that might otherwise have gotten skipped, keeping action at a … Continue reading “Oculus’s “asynchronous timewarp” helps lower the cost of high-end VR “

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It’s been a basic Oculus Rift fact: the headset’s graphics requirements are so stringent that it’s required a pricey, potent PC. But here at Oculus Connect, CEO Brendan Iribe just announced that the company is using a technology called “asynchronous spacewarp” to fill in frames that might otherwise have gotten skipped, keeping action at a smooth 90 frames per second.

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Thanks to the new tech, Windows PCs that aren’t quite so high-powered will be able to deliver a pleasing VR experience, such as a desktop being announced by CyberPower. It costs $499—half the entry-level cost for a Rift-friendly PC when the headset was formally announced last year. 

About the author

Harry McCracken is the technology editor for Fast Company, based in San Francisco. In past lives, he was editor at large for Time magazine, founder and editor of Technologizer, and editor of PC World.

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