• artyom@piefed.social
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    12 hours ago

    I maintain that it always should have been a streaming-only headset. Without controllers. Everyone seems to agree the older Index controllers are better.

    • sbird@retrofed.com
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      4 hours ago

      VR headsets effectively need to run two 4K displays, one for each eye, and you have all the processing for controller tracking too. You also have eye tracking, they’re doing the whole foveated streaming thing everybody has been gushing over about (it’s really cool tech!). The mobile chip they used is nothing special, it’s a Snapdragon 8 Gen 3, a 3 year old smartphone processor (certainly powerful enough to run lighter PC games, but nothing more than that. It’s kind of insane that a phone can even do that nowadays!)

      • Wildmimic@anarchist.nexus
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        2 hours ago

        It’s kind of insane that a phone can even do that nowadays!

        This is what also makes me very sure that being able to play offline will never go away regardless of how hard they try to push gaming into the cloud. Local processing power of common devices is more than enough for the decades of pc games that have been released sans the last decade or so, and they are also good enough to emulate a whole host of gaming devices.

        • sbird@retrofed.com
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          2 hours ago

          It’s 2160x2160, so less than 4K (which is 3840x2160) horizontally, since it’s a different aspect ratio but it’s still more pixels. About 8 million for a standard 4K display, while it’s 9 million for the Frame. Even streaming games on such a high resolution display is performance intensive, plus you have the controller + eye tracking

    • recklessengagement@lemmy.world
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      9 hours ago

      They mention that the compute required to support streaming was also already enough to run standalone games. Removing the ability to run games on the headset wouldn’t have changed the design much anyway.

      • ColeSloth@discuss.tchncs.de
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        17 minutes ago

        Where do they say this? I don’t know why that much ram and processing and storage would be required for just the streaming and fov stuff.

      • artyom@piefed.social
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        9 hours ago

        How does that even work? You can stream 4k games from a Raspberry Pi. That’s why there’s an entire industry dedicated to exactly that.

        • Natanael@infosec.pub
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          4 hours ago

          There’s a fair bit of difference between streaming pre-recorded large frame video versus low latency live streaming with small frames and a bit less size efficient but more CPU efficient encoding, etc…

          And because of how SoC chips are binned (what components are offered together, economy of scale, etc), once you pick a SoC with a GPU with enough power to accelerate this decoding, you also have enough power total to do other stuff like on-device gaming simply because if you ask for a cheaper CPU it will cost you more for them to make a custom assembly (unless you ask for a large enough volume of custom chips).

          And don’t forget foveated rendering. Most of the magic making it capable of gaming with high quality comes from that. They didn’t put the highest tier chip in, they reduced the work it has to do instead

        • Damarus@feddit.org
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          4 hours ago

          VR streaming is a lot more demanding. You need ultra low latency decoding of much higher resolution and frame rate than 4k60.

        • SatyrSack@quokk.au
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          8 hours ago

          The point they are getting at is that in order to stream games to a VR headset, that headset needs to have a certain amount of compute power in order to interpret the stream while also handling tracking, connecting to controllers, etc. That amount of compute power is also capable of running games in standalone, so they may as well support that option as well.

          • artyom@piefed.social
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            7 hours ago

            That makes no sense. It requires more compute to run a whole-ass game along with tracking controllers than it does just tracking controllers.

            • SatyrSack@quokk.au
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              6 hours ago

              Streaming to a VR headset involves the headset computing more than just controller tracking. It needs to interpret the incoming stream and all sorts of other various things that need to be computed. A VR headset that has a processor that is powerful enough to stream heavy games is also powerful enough to play light games in standalone.

              • artyom@piefed.social
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                6 hours ago

                Streaming to a VR headset involves the headset computing more than just controller tracking.

                Yes but not much. Again streaming games from weak hardware is a whole industry. It’s the point of platforms like Luna, GeForce Now, Stadia, etc. Streaming from cheap Android TV boxes and such. Valve even sold their own cheap streaming box, the Steam Link.

                • Natanael@infosec.pub
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                  3 hours ago

                  Yeah, the most powerful boxes are on par with the chip in the Steam Frame, aside from RAM and the SSD. The biggest costs are elsewhere. It’s not the chip itself. It’s just one CPU generation ahead of the same CPU series as the Ayn Thor base model.

                  The cost simply wouldn’t go down enough by switching to the lightest CPU

                • SatyrSack@quokk.au
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                  5 hours ago

                  Yes but not much.

                  Not much, but apparently enough that the minimum requirement is capable of running simpler games locally.

                  platforms like Luna, GeForce Now, Stadia, etc.

                  Streaming foveated VR is more computationally taxing on the client than simply streaming basic pancake games. You can stream Cyberpunk to your Chromecast because it just involves the server sending a video feed to the client and the client sending controller inputs back to the server. Streaming a VR game involves all those same things, but it also involves extra computation on the client side (controller tracking, eye tracking, headset gyro, and other various spatial calculations) that then get sent off to the server along with the controller inputs. That extra computation requires more client-side processing power than is needed for streaming Cyberpunk to your Chromecast.

                • Little1Lost@gehirneimer.de
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                  5 hours ago

                  Are you talking about game streaming some AAA ultra graphics Unreal game? Because there are a lot of other games that only take a fraction of compute (an extreme being doom) that take maybe even less compute ressources than trying to stream anything. And streaming can take a lot of compute if you ever looked at hardware stats during a discord stream. that would be especially true for something “surroundHD” like a 3D wirtual vorld where a lot of video gets to be stored or its going to be a pain in the eyes turning the head (and that ping will be too high for foveated streaming)

                • Err(()).unwrap()@lemmy.world
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                  5 hours ago

                  Try decoding an AV1 stream from Sunshine without hardware acceleration. It takes a much higher compute performance than you apparently believe.

      • artyom@piefed.social
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        9 hours ago

        That’s fine but it would have been way way cheaper, less noisy, lighter, more comfortable, more efficient, longer battery, etc. and they could have sold it to way more people. And you’re not running much of anything natively on that Qualcomm processor anyway.