If the port uses an engine with VR support it certainly won't be a problem. Considering the good amount of game engines that already have Rift support although the consumer version isn't even out yet (Unity, UDK, Unreal 3 & 4, Source, CryEngine, Unigine) I don't think it'll be a problem in the future either.blazespinnaker wrote:There's a big gap between ports and exclusive titles, and that gap can be described with one word: nausea.
I'm even not sure latency will be a problem for existing games using stereo drivers if I interpret correctly how they did manage to reduce latency on the software side.
Oculus Rift development kit : Oculus Rift consumer version : The only difference on the software side between the devkit and the consumer version is the 16ms vs 2ms latency in the game engine.
My guess is that the rendering takes the same time in both cases, but in the second one it's done for a higher FOV. The view would then be rotated in the last stage of the graphics pipeline depending on the most recent values of the sensor read from another thread.
Games will still need to be able to render the two views at the required frequency. It'll be a bit more costly for the consumer version (90Hz) compared to the devkit (60Hz), but more than one year would have passed between the two releases and the average gamer PC will be a bit more powerful.blazespinnaker wrote:But I am pretty sure they have solved it under ideal circumstances, ie: computers with ideal hardware and software which provides all the correct visual queues.