Is it a given that PSVR has a sharper image than Vive or Rift? I'm sure I read somewhere that it had a softer image.
Do you have a source for this? It's not something I've come across. They're all using OLED screens so I'd assume contrast levels are similar but I'd be interested to hear if there's some specific contrast ratio details available for each screen.
Unless it's producing a better image I don't think it can be classed as a better screen. Yes the sub pixel layout is better, but then it's also lower overall resolution. It's the trade off between these two that determines if it's a better screen or not and I haven't read anything stating that PSVR has the best image quality.
Granted that the higher refresh rate is a universal advantage though, at least on paper. In reality it means you need either 33% more performance to hit the displays native refresh rate or you have to rely on frame doubling. For a console it's definitely the right choice IMO but I'm not so sure for PC.
That's confirmed to be coming to Vive too, presumably the same will occur for OR at some point.
Yes both the PC headsets seem to have problems here, at least with bigger glasses. Seems like a silly oversight.
I think it could be argued that Oculus and anything sold through Oculus store gives the same experience. Most of the reviews have raved about how 'console like' the setup experience is (the same doesn't apply to Vive). There will certainly be VR supporting games that don't go through the Oculus stores verification process, however I'd actually expect a wider range of VR software (both game and non game related on the PC thanks to the more open ecosystem. The downside of that though is the lack of guaranteed performance.
Can this be classed as an advantage when it releases 6 months later? Regardless of how paper the Rift and Vive launches have been, they're still going to be available to the average consumer long before the PSVR.
Nothing is a given until we have at least a final product and a teardown. By that time I will have something to play with and I will not care anymore.
This is my opinion. There are many like it, but this one is mine.
The contrast argument is moot if developers can't have intrascene contrast anyway with fresnel, the light rays are the limiting factor (*) Fresnel ridges scatter light and this both reduces intrascene contrast and creates light rays artifacts. Luckey agrees with this. (**) Higher number of ridges per mm will make those worse. This is corroborated by Tested who said the light rays are more visible on oculus than Vive.
Vive seems to have an additional artifact which was solved on oculus. Coarse ridges are causing visible discreet rings instead of just a lower contrast and rays, because the artifacts only happen at the ridges, and these are sparse. The artifacts are further back from the first surface (which has power) making them much less OOF than we would intuitively predict.
Carmack said he'd rather have 2560 rgb than 4k pentile.
(***) That would be 60% more angular pixel size, while 1200p versus 1080p is only 12%. Sure, many other factors are at play, but unless we discover something dramatic after PSVR teardown, the PSVR screen itself have better specs, even if the PS4 cannot take full advantage of it like a 980ti would, or even if the lens might have softer corners (as I said this is an educated guess). It's not crazy to think some improvements in one place can counterbalance limitations in other places.
There's a high chance frame-doubling will be crap at 45Hz unless it's a simple Virtual Theater or stationary experiences without much motion close to the gamer, otherwise the edges of objects in motion will flicker like hell, it's desperation to even propose this. Otherwise Sony would have the biggest incentives to allowed 45->90 and they forbid this. This is logical, artifacts at 60Hz melt into blur, while artifacts at 45Hz are flickering.
Oculus said themselves the launch games on the store have an average of 5% dropped frames. These would have been denied on PSVR.
I'm guessing the lens have a limited MTF resolution by design, this could be how they reduce screendoor naturally. Diffuser stacks are extremely difficult to design without adding major flaws making everything worse. By leaving some spherical aberration in the aspheric profile, they would make the actual lens just soft enough for an MTF matching the blue/red sub-pixels, and they wouldn't need any form of diffuser. The lens does all the work by not being too sharp, which was the biggest flaw on DK2, it was too sharp at the center (major SDE), and too shitty at the edges (CA, softness).
(*)
https://forums.oculus.com/community...ens-flare-anyone-discover-ways-to-minimize-it
(**) "Because they kill contrast, add a variety of annoying artifacts, and don't actually save all that much weight. They don't help with form factor, either; Fresnels cannot come close to matching the focal length/magnification of other optics tech." -- Palmer Luckey
(***) "While the marketing decision is clear, on a purely technical level I might prefer a 2560 RGB stripe display over a 4k pentile one." -- John Carmack