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CalculatorsGPU vs VR Headset Bottleneck

GPU vs VR Headset Bottleneck

A headset page that only says “needs a strong GPU” hides the actual gap. This pairs the catalog score with a VRAM budget derived from pixels per eye and refresh, then says whether native refresh is short, tight, comfortable or spare.

Inputs

Units

Results

Score headroom
1.30
VRAM budget
10 GB
VRAM spare
2 GB
Verdict code
1

Related gear

How the number is made

Headroom is the GPU score divided by the headset minimum. VRAM starts at 8 GB under 3 megapixels per eye, 10 GB under 5.5, 12 GB under 7.5, otherwise 16 GB. At 120 Hz or more, panels of at least 5 megapixels add 2 GB. Short means the score or the VRAM misses. Tight means headroom under 1.15 or fewer than 4 GB spare. Excess means headroom of at least 1.45 and at least 8 GB spare. Anything between is comfortable.

The score is a relative sim-racing index, not a published TFLOPS chart. The VRAM steps are a planning budget for the framebuffer, not a vendor requirement.

What the pair pages add

Each GPU × headset URL repeats the same formula in the HTML, then names that card’s TFLOPS, memory type and board power next to that headset’s connection, tracking and weight. The parent form is the hub; the pair is the purchase question.

Related calculators

GPU and headset pairs

Questions

Does a higher score always mean a locked refresh?

No. A score above the minimum can still be tight on VRAM, and a huge score on a small panel is spare headroom rather than a harder image.

Why does the Crystal ask for more VRAM than the Index?

2880×2880 at 120 Hz crosses both the 7.5 megapixel step and the high-refresh adder. 1440×1600 stays in the 8 GB band even at 144 Hz.

Is the Quest number for standalone or PCVR?

PCVR. The minimum score is for driving the panel from the PC, not for the mobile chipset.