@deemon
I'm going to hold you to your exact words. It only seems fair. As such, let's look through the quotes.
1) "(NOT AVERAGE, BUT
MINIMUM FPS has to be >= 90) at 2160Ă—1200 to not make you nauseated or motion sick with stuttering and picture lag."
I'll offer the benefit of doubt, and give you the word soup here as "lag between inputs and visual output causes motion sickness." What I'm not willing to give you is that the minimum FPS has to be 90 and its resolution has to be 2160x1200. You've taken an arbitrary goal set by a company, and made that a requirement. The reason I've brought history into the argument is that it completely disproves your point.
2) "Hardware that can run any current AAA games at Ultra settings and at minimum 90 fps IS NOT COMMON among people. You need at least some 980/980Ti for average games and much much more power for visually better games to do that."
This is a patently idiotic statement. It's patently idiotic because absolutely none of the current VR systems are promising that you'll play the latest AAA releases on their devices. What is being promised is relatively good graphical fidelity, with the focus on interaction rather than fidelity. Outside developers are trying to port over AAA games, but they're experiments that may work, not a developer promised feature:
http://www.roadtovr.com/oculus-rift-games-list/
3) "At ultra settings Titan X minimum fps = 60 ...
and this is NOT ENOUGH for good VR experience!"
This is the arbitrary crap I'm talking about, in a nutshell. You say VR doesn't exist, because you need some arbitrary specification. I say that the technology has been done before. You dismiss the former technology because of limitations, I respond that when the games were released they matched the visual fidelity of other things around at that time. You argue VR doesn't exist because the hardware isn't there, I argue that if there was a real market for the product the hardware would have evolved to suit the needs a long time ago. VR died because the costs were too high, and its now seeing a resurgence because hardware costs are dropping. VR isn't magic, it's just getting a kick in the pants with cheaper hardware.
4) "Also 20 years ago, you didn't have those new nice 500+ dpi OLED display now, did you?"
That is an immensely off topic and idiotic thing to ask. We didn't have them, and we didn't expect them. That's like looking back at this discussion in 10 years and asking why we didn't just play is on our PS6. You don't kill something because it doesn't meet arbitrary standards, you build the best compromise device possible with the technology available. You put that product to market, and it performs based upon how people perceive it. In the 90's VR was a standard definition screen, and we appreciated that because it was the cutting edge.
5) "yes yes, dear troll, strap CRT to your face for all I care. Please post picture about it here also.
"
I see you're too lazy to check out any links, even the ones you post. I'f you'd read any of mine, you'd see that was exactly what was being done. I can't tell whether you're incapable of understanding that VR isn't new, or whether you have such a narrow definition of true VR that you just don't recognize that this technology is nearly identical to older versions. What I can say is that I was playing a SNES, and had a chance at one of the VR systems when I got to go to an arcade. The VR system there beat the pants off of the SNES, but by today's standard both systems are an archaic mess. Moving goals arbitrarily is a distinctly counterproductive way to make sure that "true" VR is not attainable until you want to call it that.
Let's tick the boxes on 90's VR hardware, versus 2016 hardware:
90's
CRT
Standard TV resolutions or less
24 Hz monitors (depending upon the console manufacturer)
Fixed axis, with 360 degree turning
Massive cost, and limited game availability
Nausea inducing if played too long
'16
LCD panel
HD resolutions (depending upon manufacturer, 1920x1080 doubled or similar)
Greater refresh rates (60-90 depending upon who manufactures and specifies the hardware)
Free along all three axis
Large, but more moderate cost
Nausea inducing if played too long
Seems to me like the only things changing on that list are monitor type, resolution, refresh rates, free axis, and cost. The first three issues aren't really issues, as they are simply the result of technological progress and different standards. The argument for increasing the free axis is better rendering and requiring three dimensional worlds. That last reason is the only reason we don't have a lot of VR. The costs to develop the systems are high, and people aren't willing to pay that for one game. It's a lot like the PS Vita. The technology was cutting edge, but Nintendo beat its sales by offering a lower price point. As the price point from Nintendo was lower, the hardware got into more hands; more hands meant a greater market potential, which allowed software to be supported. AMD is trying to be Nintendo here, releasing Fiji x2 in close proximity to Pascal and Arctic Islands not because of its power, but because it will be a proven and cheaper process making a specialized product for a niche market. You seem to want to think that Fiji x2 is special, but it isn't. Fiji x2 is just a low cost way to get a bunch of fast processor cores onto the market to allow a niche market (VR)to do what they need to do.
AMD wants to please the VR crowd because they are currently a money pinata. All the major players are getting behind VR headsets because the kickstarter for Oculus raised a ton of money. After Nintendo managed to print money with the Wii, everyone else is rushing to make sure whatever technology another company has they can mirror. In that mad rush AMD and Nvidia can both put out "VR focused hardware" at high margins, and cash in on the huge amount of money being thrown around to make sure nobody has a unique technology in the video game market. AMD pushing back the release date of Fiji x2 is suspicious (as the push back of Oculus was much earlier), but I'd chalk this up to poor communication with PR rather than your supposed release without a valid market.
So we're clear, that last little bit of a response was to the following quote by you: "mmmm... no they didn't, they renamed their segment into "titan" .... to make it sound cooler and sell more maybe? but is still ultimately pointless." Nvidia didn't rename the x90 cards to Titan, Titan is basically stripping down their highest end silicon (read: HPC and the like) for gaming performance and charging a premium. The x90 card have historically (5xx to 9xx series) been dual GPU monsters, designed to leverage cheaper consumer silicon, but doubled. The 690 series was less than great on sales because they charged an insane premium (while losing raw performance due to SLI overhead and requiring profiles). Consumer can't bear that premium, but specialized hardware (like VR) will gladly pay that premium to get their experimental hardware working better than anybody else's.