One has to take the statement in it's proper context. The minimum Occulus spec [290/970 class] price is named as the limiting factor.Isn't VR more AFR friendly now? Isn't that the way AMD plans on doing it?
VR it seems will have way more uses than gaming. Around here the focus is strictly on the gaming aspect. To me it seem like less gpu power would be needed to render a static image of say the Smithsonian or a persons heart, etc.
We're focusing on one point at a time when we have to look, as much as possible, at the total picture. Blind men and the elephant effect.
Roy Taylor:
GC: You've mentioned the existence of quality content as one of the drivers of VR adoption. What are the other obstacles limiting widespread adoption of VR?
RT: They are two-fold. First of all, it's expensive for a lot of people. Now the people who really want it, just don't care. Quite frankly Oculus could have sold their headsets for a thousand dollars and I'm pretty convinced they still would have sold all of them. Because this first wave of adopters just aren't going to care. But when you get to the second wave of adopters, to people who are not technically savvy, then the price becomes tentative. And right now it's cost-prohibitive for a lot of people.
If you look at the minimum spec for either the Oculus or the HTC, and then you look at how many units of the minimum spec have been sold since their launch, so I'm talking about the Radeon 290 or GeForce GTX 970, according to Jon Peddie Research, the total install base of those parts or better is 7.5 million units. So we're going to have to make it possible to run good quality VR at a much lower price. And I'm confident with Polaris we're going to have a big impact to help that.