PS Vita Remote Play mandatory for all PS4 games.

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That doesn't mean the Vita controller mapping they provide will be any good. Just that they're required to submit a mapping.

Personally, I'm just glad its an OS level service. I'll deal with the controls on a game by game basis and hope they're re-mappable, just as they are now.

Then again, to pass certification, you don't have to make a good game, but presumably in reviews, people will comment on how well the Vita Remote Play controls were implemented in most games. And gamers will complain if they are total crap.
 
Even if they do refuse it that just gets us back to developers dumbing down the control scheme so they can be ported to the vita.

I'm not sure I understand. What pressure are you' assuming developing will be under to "dumb down" the main games control in order to make a "usable" Vita control mapping? Sales? Sony? What financial incentive is there to do this?

EDIT

Perhaps I misread. You seem to be talking about a hypothetical situation where L2 and R2 being mapped to the Vita rear touchpad wouldn't pass TRC and therefore developer's would "dumb down" the main game's controls? I'm not sure I follow the logic of this.
 
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Maybe this is just a plan by Sony to sell immobile Vita stock to developers, who have to buy one to test it so they can release their PS4 games?

:devilish:
 
Does Vita has some custom hardware for video decode? Could they insert something in 1st redesign of the hardware in attempt to cut down Remote Play latency even more?
 
Does Vita has some custom hardware for video decode? Could they insert something in 1st redesign of the hardware in attempt to cut down Remote Play latency even more?

It has a decoder (almost everything portable under the sun has hardware for decoding I think, but I'm pretty sure the Vita does). The only further improvement possible would be the blocked transfer that Nintendo talked about (send and display blocks of screen information directly, rather than waiting for a frame to complete), though I think a subsequent report of hackers that reverse engineered the Wii U Tablet seemed to indicate that it was actually pretty basic stuff, using MPEG2 compression I think rather than more modern standards, using quite a few full frames for resynching / peaks, maxing to 3MBit/s transfer rate iirc. Didn't DF have an article about it?

Anyway, I have a feeling that the built in support on the PS4 side has been the more important one.
 
It has a decoder (almost everything portable under the sun has hardware for decoding I think, but I'm pretty sure the Vita does). The only further improvement possible would be the blocked transfer that Nintendo talked about (send and display blocks of screen information directly, rather than waiting for a frame to complete), though I think a subsequent report of hackers that reverse engineered the Wii U Tablet seemed to indicate that it was actually pretty basic stuff, using MPEG2 compression I think rather than more modern standards, using quite a few full frames for resynching / peaks, maxing to 3MBit/s transfer rate iirc. Didn't DF have an article about it?

Anyway, I have a feeling that the built in support on the PS4 side has been the more important one.

Yes, they did. Hardware wise it's using similar components to what's in the Vita and PS4. Video encode/decode hardware, 802.11n (except on 5Ghz which Vita does not support, IIRC). They're also sending controller input across WiFi instead of BT during Off TV play as well (which I suspect current Remote Play does as well). They're using the h.264 baseline profile, nothing as ancient as MPEG2. :p The only thing custom is the communication's protocol they're using between the Pad and console. Which I suspect Sony/Gaikai will use their own blend since that's kinda Gaikai's thing. :)
 
Perhaps I misread. You seem to be talking about a hypothetical situation where L2 and R2 being mapped to the Vita rear touchpad wouldn't pass TRC and therefore developer's would "dumb down" the main game's controls? I'm not sure I follow the logic of this.
I'm saying they are between a rock and a hard place ... they can let bad Vita interfaces pass TRC or encourage lowest common denominator interfaces which make poor use of the dual shock resources.

Sony is engineering a clusterfuck, offering a grip accessory for the Vita which mostly replicates dual shock controls (minus the analog trigger and stick buttons, which are less important) would improve matters.
 
I'm saying they are between a rock and a hard place ... they can let bad Vita interfaces pass TRC (this will happen) or lowest common denominator interfaces which make poor use of the dual shock resources (this will also happen). Sony is engineering a clusterfuck.

If I'm understanding correctly you seem to be expressing genuine concern that this simple value add feature will somehow, notable, impact or potentially impact the gameplay experience of everyone on the PS4. You use "or' but also conclude that both will happen (bad PSV mappings and "dumbed down" DS4 controls). I'm curious to know what benefit you think could possibly be obtained by any party involved by the latter that would justify such a decision. I have to admit I'm a bit flabbergasted as to how this conclusion can be reached and how this much pessimism can be generated over something as simple as this.

It's seem very simple to me. Controls will map well to the Vita or they won't. Simple as that, no more no less. There's no business case (e.g. tangible financial benefit) I can think of for first or third parties to "dumb down" their DS4 control scheme to accommodate the PSV button mapping TRC or for SCE to force them to do so. Unless you're also proposing that 3rd parties will dumb down the control scheme across all releases thereby affecting even the XBO! I can't fathom anyone reasonably or soundly suggesting that, however. Please tell me your concern over this doesn't stretch that far! Please tell me you're not seriously under the impression that by mandating a PSV controller mapping that SCE has just created a cluster fuck for the PS4's control schemes across the board! :runaway: If you truly are please help me understand where this level of pessimism over something so simple is coming from? I am truly and genuinely curious.
 
If Vita control becomes popular (and Wii U has people singing the praises of this feature, so it might) there is a business case of making the games easily playable that way ... dumbing down the controls to make that possible will also have negative consequences of course, so they have to weigh the negatives. One way or another someone loses out though, win lose.

If Sony releases an official dual shock grip for the Vita though most developers will simply stop caring and design for the dual shock if they need all the buttons without too much thought ... and people who want to play with the Vita who aren't suckers for punishment will get one, win win.
 
If Vita control becomes popular (and Wii U has people singing the praises of this feature, so it might) there is a business case of making the games easily playable that way ... dumbing down the controls to make that possible will also have negative consequences of course, so they have to weigh the negatives. One way or another someone loses out though.

If Sony releases an official dual shock grip for the Vita though most developers will simply stop caring and design for the dual shock if they need all the buttons without too much thought.

Okay, that reasoning is quite a bit more sound. For a minute there I really thought you were proclaiming "the sky is falling" because of this TRC.

That said, if Remote Play really did take off and solid controls became a competitive edge, I suspect the simple solution would be for a separate, optional, PSV tailored control schema that combines buttons. Off the top of my head, I recall recently playing a couple of games that had optional controller layouts that separated/combined buttons (can't remember the games). And that had nothing to do with Remote Play or anything like that, just the dev offering controller options. Combine that with an API for the game to detect that RP is being used and automatically switch over to the alternate control method and you have a seamless switch from the user's perspective.
 
Vita already shares more input methods with the DS than both of them do with the Xbox One controller, which is still a no-gyro, no touch interface type of affair, whereas both the Vita and the DS4 have the same high level gyros/compass, and both have touch. Rumble was always a feature that could be turned off, and the Vita even has a front facing camera not dissimilar to one PS Eye camera (though Sony already stated compatibility requirement does not go for PS Eye 2.0 supporting games). The DS4 has a light that can change color but the Vita has its own screen, so it could use that to some extent as well.

Point being that for multiplatform titles, the Xbox and PC will already ensure games work with limited controls, and the games targeting Playstation exclusively still share quite a lot of controller features.
 
If Sony releases an official dual shock grip for the Vita though most developers will simply stop caring and design for the dual shock if they need all the buttons without too much thought ... and people who want to play with the Vita who aren't suckers for punishment will get one, win win.

To reiterate...
Yes yes, make it into a Nyko battery grip kind of accessory.

The side benefit is it's more comfortable to hold over long hours, and in various odd positions (because the user may be reclined in bed).
 
If the remote play really pulls off and Vita sales soar on par with the PS4, I suppose it could get to a point where developers could make the Vita as an enhancement for PS4 and not only remote play.

And since it uses the WiFi network, people could connect several Vitas to a single PS4 for inventory management in a game.
Unlike the wii u's tablet, the Vita isn't just a dumb codec+screen. It's a fully-featured computing terminal, which opens doors for a lot more capabilities than wiiblet.
Gamers could "bring" their RPG character in a Vita to a friend's house to play in coop without having to formally login in the game.
 
My guess is that this mandatory requirement will not stay mandatory for too long when the Vita is dead and buried.

Fortunately, this requirement has made that happening just that little bit less likely. Together with some really good games coming, gamers may still see the light yet. ;)
 
That doesn't mean the Vita controller mapping they provide will be any good. Just that they're required to submit a mapping.

Personally, I'm just glad its an OS level service. I'll deal with the controls on a game by game basis and hope they're re-mappable, just as they are now.

They will be. The remote play of PS3 or PS1 games offers the same functionality.
 
curious about the lag still, if they mandate all games to be remote play compatible it better like close to lag free like Wii U pad. I heard sony made some last minute changes to the vita hardware to make it works like wii u pad off screen play.
 
My guess is that this mandatory requirement will not stay mandatory for too long when the Vita is dead and buried.

It's based on Gaikai. If not Vita, then expect tablets, phones, PCs and/or Macs. e.g., Samsung TV has (had ?) a Gaikai agreement too.

curious about the lag still, if they mandate all games to be remote play compatible it better like close to lag free like Wii U pad. I heard sony made some last minute changes to the vita hardware to make it works like wii u pad off screen play.

I'm curious also. Did they really need to change Vita h/w to make it work ? You mean add a decoder ?
 
I'm with Arwin, there's no way the SoC doesn't have a dedicated H.264 decoder right from its earliest sketches. It wouldn't make sense to push those Cortex A9 to spend big chunks of battery whenever a cut-scene is shown.

If the Vita was to suffer something in the hardware, I guess it'd be in the WiFi module. Dual stream WiFi would be ideal, but I'm pretty sure the Vita doesn't have it.
Maybe they just put a higher voltage/current antenna?
 
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