"We are planning to start another game project sometime soon," says Colossal CEO Mariina Hallikainen. "We definitely want to focus on old-school simulator games and definitely PC. PC, Mac and Linux, those are our 'thing.' But I think we're maybe going to do something a little bit different."
Oculus chief architect Atman Binstock explains: "On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift's rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering." He also points out that PC graphics can afford a fluctuating frame rate — it doesn't matter too much if it bounces between 30-60fps. The Rift has no such luxury, however.
The last requirement is more onerous: WIndows 7 SP1 or newer. Binstock says their development for OS X and Linux has been "paused" so they can focus on delivering content for Windows. They have no timeline for going back to the less popular platforms.
As an example, Zimbardo uses this quote from one young man: "When I'm in class, I'll wish I was playing World of Warcraft. When I'm with a girl, I'll wish I was watching pornography, because I'll never get rejected." Zimbardo doesn't think there's a specific time threshold at which playing video games goes from being acceptable to excessive. He says it varies by individual, and is more based on a "psychological change in mindset." To fight the problem, he suggest families need to track how much time is being spent on video games compared to other activities. "He also called for better sex education in schools — which should focus not only on biology and safety, but also on emotions, physical contact and romantic relationships."