Mostly I'm curious to know what those who have, tried, or looked at prototypes of VR glasses think that we'll need to have low motion sickness.
120 fps @ 1080p?
90 fps @ 2560x1600?
90 fps @ 4k?
When, in your estimations would single card systems be able to handle the framerates needed for non-sickening VR? I'm excited to get into VR, but I'm very sensitive to motion sickness caused by pixel lag. I'll probably wait until affordable single card solutions.
I had some experience with VR recently. Basically motion sickness is a complex problem, and it needs mutiply solutions to achive good results. A simple solution is a virtual nose. I'm not joking. This will be probably an option in every VR game. If you are sensitive to motion sickness, than I really recommend to turn it on.
A fast hardware is not enough. VR is radically different than normal rendering. Async timewarp will be a critical feature to minimize latency. Implementing this is very problematic, because it is not standardized yet. There is a VR Direct SDK for Geforce and a LiquidVR SDK for Radeon. These solutions based on specific APIs.
NV works with NVAPI using draw-level preemption. This is not a good solution because it can only switch at draw call boundaries, so a long draw will delay context switch. In this case there is a huge chance that the hardware will late the sync window.
AMD works with Mantle API using ACEs with OOO logic. This is a better solution because the GCN is stateless for compute, but the preemption is still not good enough.
For the best experience you need finer-grained preemption, but only Tonga support it. There will be a new Radeon this quarter, which has the same ASIC as Tonga, and it has way more performance. It will be the very first really VR-ready hardware. If you want to further reduce latency you should use two GPUs. These can be on a single PCB, it doesn't matter.
The last important thing is the GPU head tracking. This is also a critical feature, but it's not standardized, or even worse it is only possible on Mantle API with LiquidVR.
Sorry to say this but VR on PC is not a excellent experience on most GPUs. If you still want it you should go for a Fiji GPU (or two) with LiquidVR.