Beginner indie Virtual Production budget PC spec

VP emphasizes on real-time rendering

All games are real time rendering (with some rare fmv titles), but yes, you are right - generally you are more likely to be GPU bound in VR - 2 high resolution screens with high refresh rate.

However you’ll be spending what, 95% of your time in the editor designing, blueprinting, coding, compiling shaders, calcualting lightmass, running background tasks, photoshop, modelling apps and maybe 5% actually testing it - this will shift a bit towards testing as your project progresses.

Unless you mean an actual VR development where you do it mostly with the goggles on and have the backend sorted by someone else. Then I’d definitely include a potent GPU in that very PC.

Coming from the QA environment myself I can confirm the dev rigs differ dramatically from QA testers’ setups which differ dramatically from end users’ machines, of course.

It’s cool to have a 2080Ti humming quietly in the background, a card whose performance 0.1% of the user base will have access to (in a couple of years perhaps). It’s a bit of a trap, but I’m not going to demonise monster GPUs, being an enthusiast and all.

You did mention budget, though - the more you move towards the end of the available hardware spectrum, the less bang for buck there is to be had - it usually means money spent much better elsewhere.

Hi, I’m a filmmaking student who are
interested to do a inde-scale virtual
production project.

What’s the scope here? I was under the impression you’re facing it all solo.