Virtual reality is getting closer every day, and with it comes the need to update your hardware. Without a doubt, we can now say that entering the first generation of devices will be a very costly process, and this detail isn't limited to the price of the headsets. Some users plan to replace entire systems, but if you want to know where your current computer stands, you might want to download Valve's new benchmark for SteamVR.
Earlier this year, the most critical doubts about the Oculus Rift were cleared, and to be honest, I think many users got a bucket of ice water: 699 euros, limited availability, and hardware requirements that make even the most advanced components feel ashamed. Even Oculus CEO Palmer Luckey publicly apologized for the false expectations generated around the Rift, so many placed their hopes on the HTC Vive and the SteamVR platform. Well... let's say the grass isn't greener on the other side. While the HTC Vive's offer is superior to the Rift (two controllers, two sensor boxes, and two games), its cost of $800 doesn't look like an easy pill to swallow. We could discuss the benefits and weaknesses of these prices at length, and personally I think the software situation is more serious, but having good hardware is fundamental, and that brings us to the official SteamVR benchmark.
Remember that virtual reality demo with Portal we saw last year? The benchmark is based on that content, and with a few minutes of analysis it can determine whether your PC is up to the task, or if it requires some adjustments in processor and/or graphics card. In essence, what this program expects to find is a minimum of 90 frames per second so that the VR experience isn't degraded. As expected, the benchmark has some bugs, and the most important seems to be the lack of direct support for SLI systems, along with selection errors on dual platforms (like Optimus, where it picks the Intel video instead of the Nvidia chip). Several users indicate that using the -multigpu modifier with the benchmark executable can help.
An interesting fact is the size of the SteamVR Performance Test. Its total download amounts to 1.9 gigabytes, but once installed it takes a little over four gigabytes, which seems a bit excessive to me. As for the rest... I don't know if the program will bring good news or not. Its overall evaluation appeals to the classic "Not Ready - Capable - Ready" that reminds us of Windows Vista, and it can be vaguer than we'd like. In simple terms, both the Rift and the Vive expect to be connected to a true reactor. If users agree with that, that's another story.