Ah, I see. At what kind of resolution would it start to look ok? Past 4K on both of the internal panels? So whatever video card is handing it would need to drive two 4K+ video streams?
Yeah I think 4k per eye is where that becomes more practical, but that is probably a couple years off. Foveated rendering will lower the GPU load significantly. The larger problem with that many pixels is that I believe no current display output/connector can handle 4k * 2 * 90 hz. There may be some possible shortcuts if foveated rendering is used, such as sending a low resolution image which is scaled up to 4k by the headset and then sending a separate frame with the full resolution area of focus, then having the headset combine them.
Interesting. So even with being able to zoom in/out of the desktop at will, would it still be bad for things like reading websites, coding, etc?
Another huge issue seems to be the wired interface. Oculus Rift needs FOUR USB ports and a minimum of 970GTX (not M) and a desktop-level Core i5? I'm going to be running this on a laptop with a mobile GPU, a mobile CPU, three USB ports MAX, and an HDMI port.
How is the video sent to the Oculus? It doesn't seem to be sent via HDMI but rather USB, so that tells me that it's akin to DisplayLink technology - the software uses CPU to try and compress two 90Hz 1080p video streams for sending via USB 3.0 over to the Oculus. This means it'll certainly need a powerful CPU and they're be a little bit of lag?
Oculus rift's USB requirements are:
1x USB 3.0 for the headset
1x USB 3.0 for the tracking camera
1x USB 2.0 for the xbox one controller adapter
or
1x USB 3.0 for the second tracking camera when the Touch controllers ship
It will not require 4 USB ports unless there is a game that uses both the touch controllers and the xbox controller for some reason.
The rift gets its video signal from standard HDMI plugged into your video card.
Don't try to do VR on something below the minimum specification. It won't be pleasant for you