You're juggling multiple VR projects. How do you decide on hardware upgrades?
Navigating the complex world of Virtual Reality (VR) can be a daunting task, especially when you're managing multiple projects with varying demands. VR hardware, a critical component of the immersive experience, is constantly evolving. As a project manager, you need to make informed decisions about when and how to upgrade your VR hardware to keep up with the demands of your projects without breaking the bank or disrupting your workflow.
When contemplating hardware upgrades, start by assessing the specific needs of your VR projects. Consider the technical requirements and goals of each project. Are you aiming for hyper-realistic simulations or will simpler graphics suffice? Understanding the performance demands of your software will help you determine if your current setup is adequate or if an upgrade is necessary to meet project objectives. Compatibility with existing equipment is also crucial to avoid additional costs and ensure a seamless integration of new hardware.
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Assess the hardware requirements for each VR project to identify any bottlenecks or performance issues. Focus on upgrading components that will provide the most significant impact, such as graphics cards, processors, and memory. Consider future-proofing by selecting hardware that will support upcoming technologies and trends. Allocate your budget strategically, balancing between immediate project needs and long-term benefits. Regularly review and adjust your hardware setup to ensure optimal performance across all projects.
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Jaco Steenkamp
Independent Variable
(edited)Firstly, expensive. Not just in proper hardware, but also hard skills. No point in having cutting edge tech if your designers are sub par. If you looking to go the unreal route with camera live feeds , green screening and studio lighting, then you are looking at either a topspec i9 or Ryzen 9 processor, if you don't decide to just bite the bullet and go full threadripper. 128gb ram, minumum. Storage, nvme and 2tb and up. And GPU 4090. Now take what you just spent on one rig, thats what your creative should borderline also cost you.
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You need to consider the tracking technology used. Is it camera based or using base station lasers? Although most headsets are moving to camera based the lasers have the distinct advantage of preserving privacy. Versus cameras being able to be more portable and less prone to interference at times
Budgeting for hardware upgrades requires a delicate balance between cost and performance. You must evaluate the long-term benefits of an investment in cutting-edge technology against the immediate financial impact. Consider the lifespan of new hardware and its potential to enhance multiple projects. Sometimes, incremental upgrades can be more cost-effective than a complete overhaul, providing the necessary performance boosts while keeping expenses in check.
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First hand experience, 3 routes, Cheap, Medium, Professional. Cheap you need a highly skilled and clued up creative so hardware is offset by creative salary. Medium is most likely the best balanced between hardware and creative capability. Professional, considering you bought all the top tier plugins, you can probably in the beginning get away with someone less skilled, but for more advanced techniques you will need a VERY seasoned creative overseeing the general team from the shadows. Moral of the story, A senior creative can do a lot more with given hardware than a junior creative. So invest in talent first, and invest hard because talent like that is super scarce
Future-proofing your VR setup is about anticipating the direction of VR technology and ensuring your hardware won't become obsolete too quickly. Look for hardware that not only satisfies your current needs but also has the capacity to handle upcoming advancements in VR software. This might mean opting for more powerful processors or graphics cards that can support increased resolutions or more complex environments.
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It is hard to future proof headsets as VR tech. Over at a rapid pace especially in the standalone VR space. There are always improvements that open up more compute capabilities as well as improvement to ergonomics and weight. Ultimately you pick a platform that is well supported like Meta or SteamVR and pick it based on the use case and apps available
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Bla bla bla, Vr this Vr that. How many people do you know that own a top tier Vr headset and gear and hardware to run this correctly? One? Maybe two? You can only think about scaling once you either find the correct market or you find a way to make it a lot more accessible, and the trash you got for mobile phones should not be even considered VR, best case, they can make a presentation more interesting, but until you've not worn one for longer than 2 hours , don't even think about it. And those VR headsets at activations, disgusting.
Upgrading hardware can disrupt your existing workflow. Before making any changes, analyze how the new hardware will integrate with your team's processes. Will there be a significant learning curve? Is there potential for increased productivity after the initial adjustment period? An upgrade that significantly improves efficiency or reduces project timelines might justify the temporary inconvenience.
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Workflow is very important. For example comparing Meta Quest development to Apple Vision Pro the Meta Quest is typically easier to deploy and develop for due to being Android which you can do from either Mac or PC. Whereas the Vision Pro can only be deployed from a Mac. The cost of each development platform wildly differs for now so Apple Vision Pro is more expensive. Meta also has the advantage of supporting the workflow for almost a decade now which has smoothed out a lot of deployment issues
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Sorry to say, but if your hardware disrupts your workflow, what are you even doing? Hardware upgrades should literally take minutes and if anything, it should speed up the process. And the increased productivity after the initial adjustment period is temporary. 2 , 3 months tops. By that time there is already faster hardware, or more optimised software. If I take the jump from normal processor bound rendering to Realtime rendering and the insane amount of time it saved, it took 3 months to hit the next brick wall - New tech unlocks more creativity and you very quickly reach the end of your current hardware's capabilities and once you DO reach that point, that then becomes the "new" standard of what you can do as a creative.
Compatibility is key when upgrading VR hardware. Ensure that any new components work seamlessly with your existing setup. This includes checking that software, peripherals, and accessories are fully supported by the new hardware. Incompatibility can lead to unexpected costs and delays, so thorough research before purchasing is essential to a smooth transition.
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VR hardware can be tricky. You can’t confirm compatibility for the long run, so try to pick a software with maximum compatibility in your range of field. For example, if you’re trying for MR make sure your builds works for all headsets and accessories with passthrough. Also keep your software information up to date to predict your expenses correctly.
Lastly, consider the impact on the end-user experience. The ultimate goal of any VR project is to create an immersive and engaging environment. Upgrades should enhance the interactivity and realism of your VR applications. Evaluate feedback from users and testers to pinpoint areas where hardware improvements could make the most significant difference in user satisfaction.
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