The key overlooked point for VR - a point that Carmack had enough pull to persuade Samsung to address - is latency. http://oculusrift-blog.com/john-carmacks-message-of-latency/... The system must render "motion-to-photons" the image in less than 20ms to avoid discernible (& disorienting) lag. That's fast enough that the graphics system doesn't have time to buffer the image (which would cut available render time by a large percentage); Carmack was able to convince Samsung of the importance of "unbuffered display" in a market where otherwise nobody cares about such minute timings.