You're confused. The person I was replying to wasn't talking about Morpheus since it's obviously not on sale.
Sony doesn't have theirs on sale yet, and it's still at least a year away. What you used is probably their old HMD, which isn't a VR headset.
They haven't opensource it. What they did is release documentation for it, and the RPi foundation has hired someone to work on an open source driver.
They do more than just CPU cores. The GPU in this thing, for example, is from ARM.
That's not true. It's playing for me just fine at 60 fps (or rather it's fluctuating between 30 and 50) in Chrome with the Flash player (I've disabled the HTML5 player because it doesn't do hardware acceleration for some reason on my laptop).
Youtube has different versions of each video in different formats and/or different resolutions. So it really depends of which one he downloaded.
Aren't they in the process of deprecating C# use in the Unity engine?
That makes absolutely no sense. The PS4 has had the best console launch of all time. It only took it 3 or 4 months (with major supply issues) to sell what the WiiU did in 1 and a half year, and is now comfortably in the lead.
No, it doesn't. Can we stop with this myth? The only main console to have supported OpenGL to some degree was the PS3 with the very slow PSGL (OpenGL ES 1.0 + Nvidia Cg shaders + proprietary extensions) that only a handful of indie PSN titles ever bothered to use for easy porting.
Very few AAA developers have OpenGL builds of their games. If you're talking about consoles, then no console has ever used OpenGL as it's main API AFAIK.
That's hardly a problem. You just reduce the image quality until you get the required framerate. The game may not be as pretty as the non-VR ones, but it'll probably be more immersive if done right.
More people are still buying PS3s than 360s worldwide. The 360 has only dominated (and is still selling relatively well) in the US and UK.
Another correction: the SPEs have 256KiB of local storage, not 128KiB.
And again you're missing my point. I didn't say it was new.
That's not what I meant. Currently, it's not unusual for AAA games to have 2 or 3 different paths (or more, if they explicitly support different generations of hardware) even when using a single API for performance reasons. I was saying that having to support 3 different APIs instead of 3 different code paths using the same API isn't that much more work.