Sony PlayStation VR2 (PSVR2)

Discussion in 'VR and AR' started by snc, Feb 23, 2021.

  1. RobertR1

    RobertR1 Pro Legend

    Sony would make a killing make it PS and PC compatible.
     
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  2. Shifty Geezer

    Shifty Geezer uber-Troll! Moderator Legend

    Depends on pricing strategy. If it's sold ~cost to drive adoption with profits from PS software sales, there'd be no money to make on PC. They could sell it to PC for $100+ markup over PS price, but chances are whatever they do to make it 'PS only' will have workarounds and PC VR enthusiasts will just get the cheaper PS version and hack it to work on PC. Without a Sony storefront on PC and VR content locked to the headset, there's no way to monetise the hardware beyond hardware margins.

    If it's pure USB-C though, chances are it'll be hacked to work on PC anyway. We've had drivers for all Sony's hardware - cameras, controllers - as they are made out of standard components.
     
    Pete likes this.
  3. Globalisateur

    Globalisateur Globby Veteran Subscriber

    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.
     
  4. cheapchips

    cheapchips Veteran

    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.
     
    snc likes this.
  5. pjbliverpool

    pjbliverpool B3D Scallywag Legend

    45fps interpolated to 90fps on the PC works pretty well. I'm sure you can tell the difference but I tried a couple of years ago to see the difference in Project Cars 2 and I struggled to.
     
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  6. Entropy

    Entropy Veteran

    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.

    Even though I’m intrigued by PSVR2, having to buy a PS5 and the VR package is a bit steeper than I’d like. Selling PSVR2 for PC would expand their market, and if priced right, could achieve dominance to the point of becoming the de facto gaming standard for wired headsets.
     
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  7. cheapchips

    cheapchips Veteran

    Given Sony's willingness to publish titles on PC, it does make official PSVR2 support feel a little more feasible.

    To throw a rumour further than it deserves, Alyx is coming to PS5 as Sony and Valve have an agreement for SteamVR support on PC.
     
    Last edited: Jan 8, 2022
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  8. Globalisateur

    Globalisateur Globby Veteran Subscriber

    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.
     
  9. cheapchips

    cheapchips Veteran

    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?
     
    Last edited: Jan 8, 2022
    snc likes this.
  10. Shifty Geezer

    Shifty Geezer uber-Troll! Moderator Legend

    Yes, PSVR supports 60 fps games upscaling to 120 fps, or 90 fps native.
     
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  11. Globalisateur

    Globalisateur Globby Veteran Subscriber

    And 120fps native.
     
  12. jlippo

    jlippo Veteran

    Pretty sure PSVR didn't have any object location/time interpolation, just head reposition to latest location.
     
  13. snc

    snc Veteran

    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.
     
    Pete likes this.
  14. cheapchips

    cheapchips Veteran

    Unless head vibration works miracles, that sounds like a rather harsh VR experience.
     
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  15. Arwin

    Arwin Now Officially a Top 10 Poster Moderator Legend

    Now I suddenly remember how awesome dreams is in VR and I can’t wait to use it with the new headset and controllers!
     
    eloyc and snc like this.
  16. chris1515

    chris1515 Legend

    https://seekingalpha.com/article/44...y-on-q3-2021-results-earnings-call-transcript

    During the earning call, they confirmed foveated rendering will use eye tracking. It was logic but never told clearly by Sony.

    EDIT



    And 2 panels this time
     
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  17. swaaye

    swaaye Entirely Suboptimal Legend

    PSVR was really hard to buy for the first 6 months or so due to supply and demand. Wonder how it will go this time. Something tells me it's not gonna be pretty. :)
     
    Last edited: Feb 4, 2022
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  18. snc

    snc Veteran

    official site
    https://www.playstation.com/en-us/ps-vr2/
     
    Last edited: Feb 4, 2022
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  19. pjbliverpool

    pjbliverpool B3D Scallywag Legend

    I hadn't considered the eye contact element between avatars. That has a lot of potential.

    The reference to a single feedback motor in the headset is interesting though in a less positive way. I imagine it was done for cost and possibly weight reasons but it likely limits the possibilities there, particularly with regards to simulating directional motion in order to reduce motion sickness.
     
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  20. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■) Moderator Legend Alpha

    It won't be eye contact between avatars, it'll be the typical "HEY. MY EYES ARE UP HERE" scenarios...
     
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