Sony PlayStation VR2 (PSVR2)

so they were not using reprojection before ? i'm lost lol
i thought that's what would blur things, but seems it's the opposite ?
I wonder if it's a similar tech to Asynchronous spacewarp on the Meta Quest, which enhance smoothness, but causes artifacting also.
 
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so they were not using reprojection before ? i'm lost lol
i thought that's what would blur things, but seems it's the opposite ?
I wonder if it's a similar tech to Asynchronous spacewarp on the Meta Quest, which enhance smoothness, but causes artifacting also.
maybe now there is new reprojection algorithm for pro ?
 
yeah the word positionnal is new here, reprojection in the PSVR1 era was just duplicating frames to make it smoother and creating some ghosting, there it seems different as it removes ghosting, but creates artifacting on some edges.
 
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Solid improvement for vr, new reprojection algorithm eliminating ghosting visable on car when overtaking and in vr replays đź‘Ś
 
i guess it may be using the AI units dedicated to PSSR to do the motion vector prediction thing Mata Quest does with its AI compute to predict head movement and generate the next image, since it's not perfect it generates artifacts, just like a frame gen, i played more, it very apparent on thin structures such as metallic poles, if you look sideways without moving the head those look fine, once you start moving your head sideways you see a lot of "deconstruction" on those elements. But overall it still makes the experience more fluid and clear in the headset.
 
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Noticed visible shimering on Bac Mono front so pros and cons :/ It would be better if ps5pro would be at least 1.5x faster than base and just brute force to 90fps.
 
Info about new reprojection algorithm:
And from dev post on reddit:

RSTXIII:
For everyone asking about positional reprojection:

  • It has been around for a while
  • It is not exclusive to the Pro
  • It improves the ghosting effect, but is harder on the GPU than standard reprojection. This is (partly) why many games with reprojection haven’t used it.
Source: Dev. I tested it out for Encircled, but still preferred native 90. For something graphically intensive like Gran Turismo though, it’s pretty incredible.
 
I picked up PSVR2 because of the sale.

I like their room calibration and the flashlight room visibility mode works well as with WMR. I feel like it fits me as well as PSVR1 and I like that it has the same adjustments. I don't see any dead pixels. The lenses are actually pretty good IMO. Some of the best Fresnel lenses I've used. Glare is minimal and I have no problems getting into the sweet spot. Overall optical comfort seems fine.

Visually it is very reminiscent of the Samsung Odyssey + (which I like) . The mura is similar, akin to a very dark fabric across the background. I think it is less intense than that of my PSVR1. The overall image is like a sharper Odyssey+. It's not at the level of Reverb, but it is sharper than the 1440p PCVR era. I figure the Samsung panels here are using a similar anti SDE tech as with the Odyssey +. The vivid colors are also reminiscent of the O+, and of course it has OLED blacks and black smear.

Unfortunately I am having controller problems. Everything seemed fine until I tried playing Horizon. I keep getting stuck at the initial position calibration screen because the game doesn't respond to the button on the right controller. I did get past it once by using the controller reset pinhole but then I noticed the left controller was stuck at my feet. So I restarted the game and then was stuck with a non responsive calibration button again. Sigh. I will experiment more later. :)
 
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I think I fixed the controller. This is apparently a rather common issue and it has to do with one of the triggers not registering its full range of motion. The solution is, crazy enough, to depress it and flick it back into resting position about 100 times. There is a website that will give readings from the controller when it is plugged into a PC. The trigger should read -1.000 when at rest and 1.000 when depressed. One of the controllers had a trigger reading about -0.7 at rest. Flicking it back into rest position slowly moved this to the correct -1.000 and now Horizon is working fine. It seems like this must wear-in something inside that was preventing the trigger from fully extending? Strange stuff. Sony must not be testing them.

https://hardwaretester.com/gamepad

Also, the batteries in both controllers were completely dead out of the box. That gives me the impression that this was not manufactured recently. Maybe there's a date code somewhere.

You mean moiré ?
No, the OLED panel mura.
 
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Hand tracking looks neat and there's a lot of talk about it but I'm not sure about it. Controllers are like hand tracking with the added value of buttons. thumbsticks, haptic feedback and at least a little physicality for picking up imaginary objects. Has anyone here used hand tracking in a killer app of some sort?
 
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I think hand tracking is for certain styles of gameplay. Particularly children playing with VR pets! VR pottery. Anything you'd want to use your fingers to engage with naturally. Of course that depends on how well the tracking performs.
 
I've been playing RE8 in VR. It's a solid conversion with a lot of VR enhancements. The on-body storage of items and the guns all work well. The manual reloading is works ok and isn't a nuisance. As expected most objects are static. There are some new interactions with things like cabinets, drawers, door locks, and notes. There are moments when the game locks you in position and even moves you around for some forced storytelling and that's going to cause some people to get motion sick. It does have all the usual VR controls and comfort options.

The PS5 is really struggling. It looks a lot better than RE7 VR did on PS4 Pro but there are still simplifications around. Resolution is pretty good but I don't know if it's running 100% even in the center of the fovea. There is something wrong with their temporal(?) anti aliasing because it's shimmering and misses lots of aliasing. I can see the sample pattern changing per frame. Actually it reminds me of temporal MSAA of olde (ATI) when the frame rate was too low. The menus seem to be garbled a bit by it too. I can see the DFR doing its thing, with the periphery being even more aliased. The reprojection is visible, mostly if walking sideways, but not really a bother. It looks like frame doubling and causes a mild persistence. Audio is pretty good but sometimes sounds don't come from the right place, and I walked by the quietest tractor engine ever.

PSVR2's tracking reminds me a lot of WMR. It loses room recognition sometimes and I have to look around to get it lock on again. The room needs to be reset on almost every startup, I think because of time of day lighting changes. WMR does this too. Controller and head tracking seem good. Tracking volume for controllers is surely better than WMR.
 
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