possibility of "occulus rift"-tech PS4 exclusivity?

Discussion in 'Console Industry' started by SlimJim, Dec 3, 2013.

  1. SlimJim

    Banned

    Joined:
    Aug 29, 2013
    Messages:
    590
    Likes Received:
    0
    A lot of people will say that if you sit far enough, nobody will see the difference between 1080P and 720P. While some even claim that, outside of HUD, nobody can really see it anyway.
    Let's for a minute, pretend/assume this to be true. Let's say 720P is enough.

    Everybody loves the occulus rift, apparently. It is said to one day revolutionise gaming. If that is true, then I think the PS4 will have an edge here, given the memory bandwidth, ROP count as well as extra CU's; PS4 should have the frames to spare to render stereoscopic 720P. Whereas other consoles will struggle and probable leave it out because it is "unproven tech at the moment" (their PR departments will come up with something similar), but in reality: to avoid comparison.

    I believe Sony will convert their excellent 720P OLED viewfinder screens with lenses so that they have a similar field of view as the occulus rift. Just add one of the DS4 gyro's and you're set.

    So what do you think. Does the PS4 really have the energy to spare to render stereoscopic 720P, in comparison to other consoles on the market, thus making it an exclusive feature?

    And how worthwhile will such a feature be?
     
  2. dumbo11

    Regular

    Joined:
    Apr 21, 2010
    Messages:
    425
    Likes Received:
    1
    There was some recent VR stuff over on the witness blog.

    The images seem to be 1080P at half the horizontal resolution per viewpoint (with the bottom cut off badly in 1 image hence the different resolutions).
    http://the-witness.net/news/2013/11/what-could-it-mean/

    If it ran at that resolution, then the console would be rendering the same number of pixels per frame.
     
  3. Colourless

    Colourless Monochrome wench
    Veteran

    Joined:
    Feb 6, 2002
    Messages:
    1,274
    Likes Received:
    30
    Location:
    Somewhere in outback South Australia
    It wont. 720p is no where near high enough for a HMD similar to the occulus rift. There are doubts that the occulus rifts consumer version with a 1080p screen will be enough.
     
  4. Dr Evil

    Dr Evil Anas platyrhynchos
    Legend Veteran

    Joined:
    Jul 9, 2004
    Messages:
    5,777
    Likes Received:
    782
    Location:
    Finland
    The current Sony glasses use one 720p screen per eye giving full 1280*720 to each eye whereas the Rift uses one 1080 screen divided to both eyes, giving a maximum of 960*1080 per eye and I think it still cuts pixels from that figure.
     
  5. SlimJim

    Banned

    Joined:
    Aug 29, 2013
    Messages:
    590
    Likes Received:
    0
    Wow, I was just going to post that :p
    I hope that doesn't kind your mind-reading apparatus is already completed, Dr. Evil! :razz:

    source: http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game

    That was too low to read text i think, still it was super immersive. The Sony screens should have more than double the horizontal resolution.
     
  6. sebbbi

    Veteran

    Joined:
    Nov 14, 2007
    Messages:
    2,924
    Likes Received:
    5,288
    Location:
    Helsinki, Finland
    With the current (devkit) Rift, I can clearly see the sub-pixels (red, green and blue stripes) from the image. Anything below 2x1080p isn't going to be commercially viable (IQ is just unacceptable). Rift requires much more pixels than a 60 inch HDTV in order to look good, because the image fills (almost) your whole eye. Rift also requires stable (locked) 60 fps or you will get a headache. 2x1080p@60fps is definitely doable on next gen consoles, but would require sacrifices. As 1080p@30fps is the most popular format right now, a Rift version of a game would need to render pixels at 4x rate (meaning much simpler graphics).
     
  7. SlimJim

    Banned

    Joined:
    Aug 29, 2013
    Messages:
    590
    Likes Received:
    0
    So both consoles would probably be insufficient to have Battlefield4 level graphics on a console-rift equivalent?
     
  8. Dr Evil

    Dr Evil Anas platyrhynchos
    Legend Veteran

    Joined:
    Jul 9, 2004
    Messages:
    5,777
    Likes Received:
    782
    Location:
    Finland
    A single 2560*1440 (or 2560'1600) screen will just about do to get that 2x1080P definition for a proper Rift-version. 4K would be nice though :).

    In my previous post I was talking about the supposed commercial version of Rift with the 1080p screen, I know the devkit is a 16:10 1280x800 screen. Have they announced anything about the consumer version yet. Is there still a chance that the first version could be higher than 1080p?
     
  9. Rurouni

    Veteran

    Joined:
    Sep 30, 2008
    Messages:
    950
    Likes Received:
    216
    If the screen going to cover the whole fov, then it would need at least 8k for me not to notice the pixels. 8k for the whole fov, meaning 8k for each eye.
     
  10. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    40,741
    Likes Received:
    11,222
    Location:
    Under my bridge
    With new phones offering those super resolutions, the screens certainly exist.
     
  11. mrcorbo

    mrcorbo Foo Fighter
    Veteran

    Joined:
    Dec 8, 2004
    Messages:
    3,578
    Likes Received:
    1,986

    And there's where your premise dies. Using a VR headset is like pressing your face against the screen.
     
  12. AlBran

    AlBran Ferro-Fibrous
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    20,732
    Likes Received:
    5,823
    Location:
    ಠ_ಠ
    Come on DOA5+ (Vita) port. :cool:

    :runaway:
     
  13. dobwal

    Legend Veteran

    Joined:
    Oct 26, 2005
    Messages:
    5,019
    Likes Received:
    1,025
    I thought I read somewhere that the Oculus devs don't think either console is sufficient for the Rift and won't be supported.
     
    #13 dobwal, Dec 3, 2013
    Last edited by a moderator: Dec 3, 2013
  14. mrcorbo

    mrcorbo Foo Fighter
    Veteran

    Joined:
    Dec 8, 2004
    Messages:
    3,578
    Likes Received:
    1,986
    Will it include rear-touch-panel grope support?
     
  15. Laa-Yosh

    Laa-Yosh I can has custom title?
    Legend Subscriber

    Joined:
    Feb 12, 2002
    Messages:
    9,568
    Likes Received:
    1,452
    Location:
    Budapest, Hungary
    However, because of peripherial vision, a lot of the rendered detail is pretty much wasted and never really "seen", or registered, or whatever - I guess you know what I mean.

    So this should be a prime candidate for techniques you've talked a lot about, reprojections, interpolated frames, undersampling etc. The only question is if it's good enough to just treat everything on the sides as not important, or does it require eye tracking as well...
     
  16. function

    function None functional
    Legend Veteran

    Joined:
    Mar 27, 2003
    Messages:
    5,135
    Likes Received:
    2,248
    Location:
    Wrong thread
    Headset for the eyes.

    You press something else against the vita touch screen.
     
  17. patsu

    Legend

    Joined:
    Jun 25, 2005
    Messages:
    27,614
    Likes Received:
    60
    HMZ-T1 has an optical module to make the screen appear further away. What sort of optics module does the Rift use ?
     
  18. zed

    zed
    Veteran

    Joined:
    Dec 16, 2005
    Messages:
    4,445
    Likes Received:
    632
    IIRC dudes behind O rift said somewhere that even wasnt high enough so noway is 1920x1080 enuf
    though I'ld love to see support, it wopuld be my 'killer feature' for either console
     
  19. pcchen

    pcchen Moderator
    Moderator Veteran Subscriber

    Joined:
    Feb 6, 2002
    Messages:
    2,751
    Likes Received:
    128
    Location:
    Taiwan
    The major selling point of Oculus Rift is its large FOV (horizontal > 90 degrees). Supposed that the final version has 1000 horizontal pixels (so two eyes combined would be roughly equivalent to 1080p), that's only ~ 11 pixels per degree (perfect human eye acuity is ~ 200 pixels per degree). So it's sort of like looking at a low resolution screen (compared to a normal screen looking distance of 12 inches, that's about 55 DPI, roughly half of normal computer displays).

    The bigger problem is, however, the "screen door" effect, as such low resolution will make it possible to see individual sub pixels. It's possible to use a matte filter to "blur" the pixels, but that'd make the visual blurry and probably not a good idea.

    Basically it needs about 4K resolution to be roughly equivalent to current normal computer displays, but I guess that probably have to wait.
     
  20. Cyan

    Cyan orange
    Legend Veteran

    Joined:
    Apr 24, 2007
    Messages:
    8,572
    Likes Received:
    2,292
    That's very interesting stuff. I would love to see games rendered like that, regardless of the sacrifices.

    I think that what sebbbi described happens because the Rift is so close to your eyes that you need maximum resolution.

    The Occulus Rift sounds very promising. And now that they have John Carmack working with them, it can be even better.

    For now my only gripe about it is that it is a bit bulky and invasive to be 100% comfortable because the people playing it seems to be very isolated from their surroundings.

    And playing so very close for hours couldn't potentially develop "lazy eye" in one of your eyes?
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...