Some PSVR games were running at native 120hz. 45fps would be too low for VR. I am expecting more 120hz native games on PS5 as some simple games were even running at that framerate on base PS4.so leaks were 100% corrent, on psvr1 games were rendered at 60fps and interpolated to 120fps for 120hz display, wonder if its possible to do 45fps games and interpolate to 90fps as 90hz is possibility now with still feeling smooth enough for vr
Some PSVR games were running at native 120hz. 45fps would be too low for VR. I am expecting more 120hz native games on PS5 as some simple games were even running at that framerate on base PS4.
A killing, maybe not. But it would help them gain market penetration, and drive VR in a way that would benefit them (and, arguably, everyone except possibly facebook). It would also give them an audience for their in-house developed VR-content on PC, which would give them some extra software revenue on top of hardware sales.Sony would make a killing make it PS and PC compatible.
If they didn't do it on PS4 (PSVR already supports 90hz) they won't do it on PS5. They must have their own reasons but I'd say it's probably because 45fps could increase motion sickness.45fps with various sorts of interpolation to 90 has been a thing on the PC for a while. Not sure how well or if that'd play nice with foveted rendering though.
If they didn't do it on PS4 (PSVR already supports 90hz) they won't do it on PS5. They must have their own reasons but I'd say it's probably because 45fps could increase motion sickness.
And 120fps native.Yes, PSVR supports 60 fps games upscaling to 120 fps, or 90 fps native.
Pretty sure PSVR didn't have any object location/time interpolation, just head reposition to latest location.The user doesn't experience 45fps, its 90 unique frames per second. It's just that (up to) half of them are created through post processing. They're not duplicates of the prior frame.
Oculus have just released a 36fps /72fps output version of ASW for Quest.
Didn't Sony have something like an ASW mode for a 60fps interpolated to 120?
Little hypothessis, apparently Twisted Metal reboot is no longer developed by Lucid Games (Destruction All Stars) and now is produced by Firesprite (Persistance, Horizon Vr), see oportunity of full vr support also for this title.
Hiroki Totoki
Your first question regarding VR, PSVR2 access we have already explained users have that sense of imagine, so setup itself will be simplified and headset will be evolving and will be evolving the headsets and already this is announced. Evolution of headset 4K, 8R displays with a wider viewing angle and movement of the eye of the player is detected looking at certain direction then it's possible to manipulate so for rendering the high resolution for center of the view and external then lower resolution.
Eye tracking
Interact in new and lifelike ways, as the PS VR2 headset detects the motion of your eyes1, allowing for heightened emotional response and enhanced expression when meeting fellow players online.
Eye tracking cameras follow your line of sight when aiming or looking around, while advanced foveated rendering techniques improve the visual experience by adjusting resolutions to pinpoint and enhance whatever you’re focusing on.
Headset feedback
Feel subtle, responsive headset vibrations at key moments during gameplay1. Created by a single built-in motor, these vibrations add an intelligent tactile element to the sensory immersion experienced as you play.
Detect your character’s elevated pulse during tense moments, the rush of objects passing close to your head, or the thrust of your vehicle as you speed forward.
official site
https://www.playstation.com/en-us/ps-vr2/
I hadn't considered the eye contact element between avatars. That has a lot of potential.