There's now another benchmark for testing VR performance: Basemark's VRScore

Scorpus

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With proper virtual reality systems like the Oculus Rift and HTC Vive set to hit consumers in the coming months, there has been a lot of interest in whether peoples' current gaming PCs are good enough to drive games at a high enough resolution and refresh rate.

One of the best ways to test VR abilities is benchmarking, and we've already seen a few options pop up recently, such as Valve's SteamVR Performance Test. Now there's another option available, thanks to a collaboration between Basemark and Crytek.

The benchmark created by these two companies is called VRScore. It's designed to be a real-world performance test, using a game engine that's found in many popular games (CryEngine). According to Basemark's release notes, the benchmark includes tests for VR games, videos and even spatial audio, and it supports DirectX 12.

VRScore doesn't require a virtual reality headset to test the performance of your system, but it will simulate the requirements of a high-end unit like the HTC Vive, which requires games to be rendered at 2160x1200 and 90 Hz for the most immersive, least motion-sick experience.

Basemark says VRScore is now available for corporate customers, with a consumer version expected to be available in June. Like other Basemark products, VRScore will come as both a free version with limited features, and a paid Pro version with complete functionality.

For more in-depth testing, Basemark also announced the VRScore Trek, a piece of hardware that's designed to test the performance of different VR headsets. Shaped like a Star Trek logo with two phototransistors to simulate human eyes, the tool can measure latency, persistence, dropped frames and other key areas of VR headsets that make the experience great.

Corporate versions of VRScore come with the Trek, although it's unclear how much this sort of license will cost.

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And how does this VR tek thing interface with your computer? It would appear to be a 3.5mm jack, something is missing either in the picture, unless this has yet another adapter instead of being a straight USB.

This little piece of technology is a much better way of testing a VR environment, humans are not the most accurate of measurement devices, a tool like this will provide a definitive result that shouldn't be disputable. I say shouldn't but again, humans are what they are, someone will argue with the hardware pointlessly at some point.
 
I see no point in VR as it is bynow, 2016. It'll need more polishing before hitting the consumers and being successful.
 
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