Well, that escalated quickly. According to Oculus VR founder Palmer Luckey, Apple has some work to do before the Oculus Rift will support it.
Way back in 2014, if you’ll recall, Oculus VR actually brought OS X support to the SDK for the Oculus Rift, signaling a pretty big deal for Mac owners out there that wanted to get in on the VR fun. However, in the middle of 2015, that changed in a big way when it was confirmed that Oculus VR wouldn’t be supporting Macs after all, because the GPUs, back then, weren’t powerful enough.
Turns out that’s still the case, as reported by ShackNews:
When asked about Mac support, Luckey echoed the GPU stance, and that Macs just aren’t powerful enough to get the job done. He actually added, though, that if Apple “ever release a good computer,” Oculus VR will support it. Apparently that hasn’t happened just yet. He did get into a bit of detail, though, saying:
“You can a buy $6,000 Mac Pro with the top of the line AMD FirePro D700s and it still doesn’t match our recommended spec. If they prioritize higher-end GPUs like they used to for awhile back in the day I think we’d love to support Mac.”
There’s no doubt that the Oculus Rift needs a lot of power from the computer its running from. Luckey even breaks it down, too, making it pointedly clear that Oculus Rift owners are going to need to build a pretty hefty rig to make sure their virtual reality experience is what they’re really looking for:
“…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.”
Are you disappointed that it doesn’t look like Oculus Rift support is coming for Macs anytime soon?