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Previous Blogs

November 8, 2016
The Best Automotive Tech Opportunity? Make Existing Cars Smarter

November 1, 2016
It’s Time for an IoT Security Standard

October 25, 2016
The Indefatigable PC

October 21, 2016
Tesla Hardware Upgrade to Enable More Autonomous Cars

October 18, 2016
Can IT Survive?

October 14, 2016
Sony PlayStation VR Brings Virtual Reality to the Masses

October 11, 2016
Galaxy Note 7: The Death of a Smartphone

October 4, 2016
Service Providers Still Act Like Utilities

September 30, 2016
Google Updates Their Cloud Offerings

September 27, 2016
The Andromeda Strain

September 13, 2016
Apple's Missed Audio Opportunity

September 9, 2016
Traditional IT Companies Announce Major Changes: Dell, HP Enterprise, Intel

September 6, 2016
Rethinking Smart Home Gateways

August 30, 2016
Ridesharing Impact Dramatically Overstated

August 23, 2016
Consumer Interest in Auto Tech? Slower Than You Think

August 19, 2016
Intel Focuses on Automotive

August 16, 2016
The Utility of Cloud Computing

August 12, 2016
Intel Purchases AI Chip Vendor

August 9, 2016
The Digital Identity Dilemma

August 2, 2016
IoT Strategies Going Vertical

July 29, 2016
Yahoo-Verizon Deal

July 26, 2016
Creating New Worlds

July 19, 2016
The State of Smart Homes

July 15, 2016
US PC Market Shows Improvement

July 12, 2016
Pokemon Go is an AR Watershed

July 5, 2016
Car Wars: The Battle for Automotive Tech

July 1, 2016
Microsoft Announces Windows 10 Anniversary Update

June 28, 2016
Digital Audio Progress Highlights Tech’s More Human Future

June 24, 2016
HP Inc. Offers Thinnest Notebook

June 21, 2016
IoT Faces Challenges with Scale

June 17, 2016
Snapchat Opens Up New Options for Marketers

June 14, 2016
Apple Drives Apps into Services

June 7, 2016
The Evolution of Cloud Computing

May 31, 2016
Voice-Based Computing with Digital Assistants

May 24, 2016
Turning Makers into Manufacturers

May 20, 2016
Google Brings Android Apps to Chrome

May 17, 2016
Virtual Reality Brings New Life…to Desktops?

May 10, 2016
The Biggest Question for IoT…Who Pays?

May 3, 2016
Learning About Deep Learning

April 26, 2016
The End of Hardware?

April 19, 2016
Enterprise IoT Drives Indirect Savings

April 12, 2016
TidBits About Bots

April 5, 2016
VR in the Cloud

March 29, 2016
IOT Will Drive Tech Outside of IT

March 22, 2016
Apple Moves to Middle Age

March 15, 2016
The Invisible Platform

March 8, 2016
Bringing Makers to Business

March 1, 2016
IOT Coming Into Focus

February 23, 2016
The Devices Formerly Known as Smartphones

February 16, 2016
Can Web Music Survive?

February 9, 2016
The Growing Choices in Wireless Connectivity

February 2, 2016
What if Twitter Died?

January 26, 2016
Smart Home Safety Evolution: Physical to Digital

January 19, 2016
The Promise and Confusion of USB Type-C

January 12, 2016
The Hottest Computing Device? Cars

January 5, 2016
Top Tech Predictions for 2016, Part 2

December 30, 2015
Top Tech Predictions for 2016, Part 1

2015 Blogs

2014 Blogs


2013 Blogs

















TECHnalysis Research Blog Extra

November 11, 2016
Oculus Software Update Lowers PC Requirements for VR Headset

By Bob O'Donnell

One of the more exciting developments expected to drive growth in the PC market is interest in virtual reality and head-mounted displays. The problem is that the hardware requirements for the PC used to drive those headsets has been very high. That, in turn, translates into expensive new PCs—typically at least $1,000, but sometimes even more—which severely limits the potential market size for these exciting new devices.

Yesterday, Oculus took a big step towards reducing those costs—and expanding the potential audience for their Rift VR headset—with a new software update. The update leverages technology the Facebook-owned company calls “asychronous spacewarp.” Though similarly named to the “asynchronous timewarp” technology the company introduced with the official Rift launch back in March, “asynchronous spacewarp” is different and has a key advantage: it essentially allows the Rift to deliver what’s said to be a quality experience at just 45 fps (frames per second) instead of the minimum 90 fps that’s typically required.

Translated, that means you can now get away with a less powerful (and less expensive) video card to drive a Rift experience. In theory, that means you buy a cheaper new PC and still successfully use the Rift. Realistically, though, it means that a large collection of existing gaming PCs can likely be pressed into service—at no extra cost for their owners.

Specifically, instead of requiring an nVidia GTX 970 or AMD Radeon 290 GPU, the Rift can now be run on a system with any nVidia 900 or 1000 series or any AMD RX 400 series GPUs. As you might expect, the experience isn’t supposed to be as good as you would get with a newer GPU, but for existing gaming PC owners who have been dying to try a Rift, this could be a good option.

Over time, of course, the CPU and GPU requirements necessary to do high-quality VR and AR will fall into mainstream price points and be available to virtually anyone who buys a new PC. Until then, however, these kinds of software innovations will be increasingly important to introduce a wider audience to the wonders of VR.

Here's a link to the column: https://techpinions.com/unpacked-for-friday-november-11-2016/47939

Bob O’Donnell is the president and chief analyst of TECHnalysis Research, LLC a market research firm that provides strategic consulting and market research services to the technology industry and professional financial community. You can follow him on Twitter @bobodtech.

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