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Good enough CPU??

cpugood
Honored Guest
Hello everyone. I know the Oculus consumer edition requires at least an i5 4590, but I was wondering if my i5 3570k is good enough. I ask because the 4590 is clocked at 3.3GHz, but though my i5 is older, it's clocked at 3.4. Any answers would be great.
19 REPLIES 19

raidx
Protege
Your cpu is more than enough... and since tou have the K version, you can always overclock it to get extra juice if needed

I have a 2500K and sticking with that. Dk2 run great with it

I say i5 2500 and over is enough
The most important thing is having at least a 970 to run the cv1

cpugood
Honored Guest
Thank you! Exactly what I was hoping for.

cybereality
Grand Champion
If you want to ensure your machine can handle the consumer version, then you absolutely should go by the recommended spec that was released. Though slightly less powered hardware may technically function, you run the risk of getting slower performance or an uncomfortable experience.
AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV

cpugood
Honored Guest
"cybereality" wrote:
If you want to ensure your machine can handle the consumer version, then you absolutely should go by the recommended spec that was released. Though slightly less powered hardware may technically function, you run the risk of getting slower performance or an uncomfortable experience.

Well that's what I mean. While it's older, technically, it's faster.

raidx
Protege
"cybereality" wrote:
If you want to ensure your machine can handle the consumer version, then you absolutely should go by the recommended spec that was released. Though slightly less powered hardware may technically function, you run the risk of getting slower performance or an uncomfortable experience.


I am sorry but come on cyber this is bullshit and you know it

I know you know your hardware and there is no performance difference between these 2 CPU

cybereality
Grand Champion
OK, let me clarify. Older CPUs, especially if they are not that old or are as fast (or faster) than the recommended spec, may work fine. However, there is no guarantee they will work perfectly for the CV1. I understand there typically isn't a huge delta in performance between recent CPU generations. But the recommended spec is there for a reason. If lesser CPUs were enough, then they would have been part of the spec instead of what was chosen.
AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV

konstantin_loze
Explorer
I am sorry to bump into this, but all the discussion around minimum specs for the Rift or the Vive seems a bit pointless to me. If you are able to produce a compelling VR experience for GearVR, you can produce even more compelling experience on a PC, even with an i3 and Radeon 7850 for example. Or, even better - look at the Morpheus demos. If a dev team decides to go simplistic on the graphics, but still provide compelling gameplay, they can reach the stereoscopic 90 hz target and provide that to an even larger set of customers. Puzzle games, for one, don't need to be that heavy on the graphics, look at Portal for example. Look also at the latest "hit" Super Hot - simplistic graphics, but compelling gameplay (not saying that bullet time will necessarily be great in VR, but who knows). Also, if you render only a room for room-scale experiences, i.e. the whole puzzle level is a room, the scene becomes much less complicated. I would have rather seen a tiered system of specs for the Rift, including at least "casual" specs and "standard" specs. Then the devs can focus on two minimum specs in the development process, or even release "casual" and "standard" versions of their game.
BTW, I tried out the Rift puzzle game demo at Gamescom. The graphics looked almost GearVR level, but the humour and gameplay was intriguing, so I would be surprised if that game would require an i5 and GTX 970.
Or am I missing something?

Welby
Adventurer
"konstantin_lozev" wrote:
I am sorry to bump into this, but all the discussion around minimum specs for the Rift or the Vive seems a bit pointless to me. If you are able to produce a compelling VR experience for GearVR, you can produce even more compelling experience on a PC, even with an i3 and Radeon 7850 for example. Or, even better - look at the Morpheus demos. If a dev team decides to go simplistic on the graphics, but still provide compelling gameplay, they can reach the stereoscopic 90 hz target and provide that to an even larger set of customers. Puzzle games, for one, don't need to be that heavy on the graphics, look at Portal for example. Look also at the latest "hit" Super Hot - simplistic graphics, but compelling gameplay (not saying that bullet time will necessarily be great in VR, but who knows). Also, if you render only a room for room-scale experiences, i.e. the whole puzzle level is a room, the scene becomes much less complicated. I would have rather seen a tiered system of specs for the Rift, including at least "casual" specs and "standard" specs. Then the devs can focus on two minimum specs in the development process, or even release "casual" and "standard" versions of their game.
BTW, I tried out the Rift puzzle game demo at Gamescom. The graphics looked almost GearVR level, but the humour and gameplay was intriguing, so I would be surprised if that game would require an i5 and GTX 970.
Or am I missing something?


What you're saying there is basically correct except that you're not taking into account that the Oculus Rift CV1 is 90hz instead of 60hz as the GearVR is..

So you'll need to run games at rock solid 90fps if you really want avoid issues instead of 60fps as the GearVR needs.

However even if you can go with simplistic graphics.. we should avoid to have all games with just simplistic graphics.. Of course one of the goal is to have high-quality graphic even in VR.. Oculus VR has just toke into account that some devs just wants develop high-quality games too..

Of course even with the reccomended specs you'll not be able to see something like Assassin Creed Unity in VR.. but still a really compelling graphics! Remember that on PC people are gonna expecting some decent graphics even in VR.

Anonymous
Not applicable
Or you know - the simply way to do all this is to:

If CurrentFPS / 1.5 => 90_FPS Then GoodToGo() ELSE UpgradeAlready()

Sorry- really over simplifying it - but seems to work in most cases I ran into so far.

Long answer: Even though the Rift requires some needs - it's still a monitor - so at the end of the day - it really is just base off what ever game you want to play. It's their responsibility to let you know that their software will take (not Oculus). I'm just saying ~ what it takes for one type of game isn't always going to be the same for what it takes to play a different type of game. It's really that simple of an answer.