Think virtual reality is the exclusive playground of the PC gaming elite? It doesn't have to be. Oculus VR's Nate Mitchell says it's a matter of development support and interest. "Basically, the bar for a great VR experience is roughly 60 frames a second with stereoscopic 3D support in Vsync," said Mitchell in a recent interview. "The biggest challenge, actually, is working with the console platform providers, Microsoft and Sony, to make your peripheral a licensed peripheral." Oculus isn't reaching out to consoles, however -- Mitchell notes that while the current generation can reach 60fps in some cases, it