What’s keeping VR video games from being graphically indistinguishable from real life?

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What’s keeping VR video games from being graphically indistinguishable from real life?

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Anonymous 0 Comments

Photorealism is extremely difficult to achieve in any medium, from pencils to paint to computers. Those that do are considered masters of their craft.

On top of this, modern VR systems have a hard enough time rendering games in a manner that isn’t uncomfortable for the player. You have to balance system power/capability with:

Weight — players are wearing your system on their heads.

Screen quality — too slow, bright, low resolution, etc., and you give your players headaches among other issues (RE: the Virtual Boy).

Safety — don’t want players tripping over furniture, each other, expensive electronics, their children and pets… .

And price — being good or even great means little if no one can/will buy your system (RE: the NeoGeo).

Mind boggling graphics just aren’t viable right now, though that’ll probably change in the coming decades. Maybe ten years for computers and dedicated systems (the Quest 5 or whatever it’ll be called), and fifteen or twenty for mobile devices, barring remote play.

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