Sony PlayStation VR2 (PSVR2)


In a Discord chat, studio CEO David Villarreal commented on Sony’s VR hardware, calling it the“pinnacle of virtual reality, especially for shooters.” Thanks to adaptive triggers, he said, each gun trigger offers different resistance, and each gun offers different recoil.

According to Villarreal, the latest version of the VR game runs “probably ten percent” better on PS5 and PSVR2 than it does on his own PC system with a top-of-the-line Nvidia GeForce RTX 3090 Ti
 
PC players instead of being upset by this, if true, should be happy instead, because it means once foveated rendering with eye tracking is really used on PC VR games the gains will also be huge.
it also could be used with DLSS 3 to generate more frames.
 
They're so up their own asses it's almost unbearable.

Its the usual hype thats been around since forever. Cant blame them really. It was even worse during the emotion engine days.

Running games at a portion of the fov at lowered settings will give more headroom….. wow.
 
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PC players instead of being upset by this, if true, should be happy instead, because it means once foveated rendering with eye tracking is really used on PC VR games the gains will also be huge. it also could be used with DLSS 3 to generate more frames.

I also don't get this. Every time I see a new implementation of a technology that substantially improves performance, I look at this as good news because that tech will proliferate into other tech on other platforms.

The PC is platform is designed on layers of abstraction to accommodate different hardware. Whilst introducing overheads, with the downside being is that equivalent hardware to devices with less abstraction (consoles) generally means lower performance, does mean you can push the ceiling higher and get that 'brute force' advantage.
 
This is clearly not true. There are headsets in the PC space that have higher resolution, and/or higher FOV, and/or higher refresh rates, and/or superior tracking/passthrough than PSVR2 as well as head sets with eye tracking.

PSVR2 is a very compelling package which brings everything together at a tremendous price but to say "Literally every single Tech aspect is better on PSVR2" is... excuse my french, total bollocks.



Yes, comparing eye tracked foveated rendering to straight up full resolution. Most (probably all I guess) PC headsets these days will allow at the very least, fixed foveated rendering which would give you 50-70% of the performance benefit of eye tracked foveated rendering with a small visual hit, but there are around half a dozen PC headsets that also offer the same eye tracked foveated rendering that PSVR2 does which would eliminate that performance advantage. Again, these are way too expensive in the PC space right now but the tech will obviously be fairly standard in new headsets moving forwards.
you knew what i meant - of course that the PSVR2 includes all those bits that are better on some of the PC HMDs into one Device. For an simply unbeatable price. It does not matter if you use a Varjo XR-3 (wich costs ~7800$ btw) because for one- it will never be targeted as a consumer device because it isn´t and two - even that HMD is still inferior to PSVR2 in some aspects...
Having fixated foveated rendering and calling it alomst as good solution to what PSVR2 is capable of using is like saying setting LoD in games just 2 notches down and be fine. Sure you are but the quality difference is obvious then.
But please list some of those miracle PC HMDs wich combine all of PSVR2s capabilitys .. iam actually intrested to learn wich they are.
Until then i claim that High End VR will be for the foreseeable future reside in PS5 Ecosystem.

They're so up their own asses it's almost unbearable.
I think as the Devs they would know what they talk about.

Its the usual hype thats been around since forever. Cant blame them really. It was even worse during the emotion engine days.

Running games at a portion of the fov at lowered settings will give more headroom….. wow.

So your claiming that a twitter convo is a Pro Sony Marketing sceme? Realy?! IF it would be Marketing there would be a official Interview with the Devs...
And to your secound claim there is also no source for that - but if the Devs tell it was running better on PS5 + PSVR2 than on their PC RTX 3090 VR Combo then it should be obvious that they mean in a comparable scenario. And not one running significantly lesser details than the other ... because you know what? - They are the Devs and you cannot be a Deveolper of Software if you dont know what you talking about.
Btw is the John Linneman Interview also very interesting - they all tell only good things about PSVR2 and how powerfull it is. Marketing .. - Huh?!
But as litteraly every single post of you is either aimed as a stab towards consoles or try to show them as generaly inferior your post in way way makes total sense.

Salt is way of life - is it not?!
 
PC players instead of being upset by this, if true, should be happy instead, because it means once foveated rendering with eye tracking is really used on PC VR games the gains will also be huge.
it also could be used with DLSS 3 to generate more frames.
Using a varjo aero in flight sim the performance boost from native (no fixed foveated either) to eye tracked foveated rendering in stress areas goes from about 30fps to 40fps, it's a reasonable increase but the aero is also running 2880 x 2720 per eye so you would think that higher resolutions would maybe benefit more. The quest 3 is going for more expensive lenses without any eye tracking if the rumors are true so they don't think the cost is worth the benefit, but I guess we have no idea what price point they are aiming for with that yet so it could be a price problem.

DLSS in VR hasn't been a great experience in the few things ive tried it with, no mans sky is already a very soft looking game and with dlss I felt like I need an eye checkup. I'm not sure if any of the dlss updates have helped improve this, fixed and tracked foveated rendering would be a much better experience than dlss from my experience. Instead of frame generation, reprojection (and all its other names) would probably be a better fit for vr aswell.
 
Using a varjo aero in flight sim the performance boost from native (no fixed foveated either) to eye tracked foveated rendering in stress areas goes from about 30fps to 40fps, it's a reasonable increase but the aero is also running 2880 x 2720 per eye so you would think that higher resolutions would maybe benefit more. The quest 3 is going for more expensive lenses without any eye tracking if the rumors are true so they don't think the cost is worth the benefit, but I guess we have no idea what price point they are aiming for with that yet so it could be a price problem.

DLSS in VR hasn't been a great experience in the few things ive tried it with, no mans sky is already a very soft looking game and with dlss I felt like I need an eye checkup. I'm not sure if any of the dlss updates have helped improve this, fixed and tracked foveated rendering would be a much better experience than dlss from my experience. Instead of frame generation, reprojection (and all its other names) would probably be a better fit for vr aswell.
i think on the PS5 SOC there is an Area wich inhabits some special Sony changes to make the System a bit more efficient in terms of PSVR2 usage.. cant find the Info right now but iam sure it was stated somewhere .. Or it was a patent describtion ...
Maybe ill find it. Assuming that Sony realy made changes to RDNA² to help their PSVR2 rendering it would be logic that they can squeeze some extra performance out of it and or making Foveated Rendering even more performant.
 
Using a varjo aero in flight sim the performance boost from native (no fixed foveated either) to eye tracked foveated rendering in stress areas goes from about 30fps to 40fps, it's a reasonable increase but the aero is also running 2880 x 2720 per eye so you would think that higher resolutions would maybe benefit more. The quest 3 is going for more expensive lenses without any eye tracking if the rumors are true so they don't think the cost is worth the benefit, but I guess we have no idea what price point they are aiming for with that yet so it could be a price problem.

DLSS in VR hasn't been a great experience in the few things ive tried it with, no mans sky is already a very soft looking game and with dlss I felt like I need an eye checkup. I'm not sure if any of the dlss updates have helped improve this, fixed and tracked foveated rendering would be a much better experience than dlss from my experience. Instead of frame generation, reprojection (and all its other names) would probably be a better fit for vr aswell.
The flight sim is probably also CPU limited. Maybe GPU utilization could be monitored.

I've found DLSS to be undesirable as well. FSR too. And temporal AA for that matter. Oh and also RT effects! The RE VR mods can be run with the RT effects and it looks so strange because of how it operates in an asynchronous manner and at a lower resolution too. RT tends to look curious in 2D but it has a bizarre physicality in VR.
 
i think on the PS5 SOC there is an Area wich inhabits some special Sony changes to make the System a bit more efficient in terms of PSVR2 usage..
The only known improvement is a little-mentioned feature called Variable Rate Rasterisation which enables different areas to be rasterised at different resolution. We have no details on how that's performed though.
 
you knew what i meant - of course that the PSVR2 includes all those bits that are better on some of the PC HMDs into one Device.

That's not what you said. You said "Literally every single Tech aspect is better on PSVR2" . If you meant something else then you should have said what you meant rather than what you said.

It does not matter if you use a Varjo XR-3 (wich costs ~7800$ btw) because for one- it will never be targeted as a consumer device because it isn´t and two - even that HMD is still inferior to PSVR2 in some aspects...

And better in others which means you can't unilaterally say that PSVR2 owns the high end space from a technical perspective. PSVR2 has a great mix of features but if you want the highest resolution display out there, or the smallest headset, or the widest field of view, or passthrough for AR applications, or wireless streaming then PSVR2 does not come out in front in any of those areas.

The Varjo Aero for example blows it away in resolution (2880 x 2720 px per eye vs 2040x2000) while still featuring eye tracked foveated rendering. It also has a wider field of view. So your visual experience on that headset is going to be better than PSVR2 although it's obviously priced stupidly and yes, does fall behind in other key areas.

Having fixated foveated rendering and calling it alomst as good solution to what PSVR2 is capable of using is like saying setting LoD in games just 2 notches down and be fine. Sure you are but the quality difference is obvious then.

I didn't say it's "almost as good". I said "fixed foveated rendering which would give you 50-70% of the performance benefit of eye tracked foveated rendering with a small visual hit" - and that is absolutely true.

Eye tracked foveated rendering is not free from a visual perspective, the areas of the screen in your peripheral vision are still rendered at lower resolutions which means you will get shimmering in your peripheral vision that you would not get with a screen rendered at the same common resolution.

Fixed foveated rendering will be worse than eye tracked if you look away from the centre of the screen, but when looking at the centre of the screen it should be better since by necessity, the area rendered at full resolution will be larger and hence you get less peripheral shimmering. I've given the benefit of the doubt there to eye tracked and hence I class fixed as a "small visual hit" on balance, but with much less performance improvement.

And all that is why for the same reasons you note above that the PSVR2 with eye tracked foveated rendering comparison to a 3090Ti without is a silly one. Because firstly, the image quality level is not the same, and secondly, The 3090Ti could use fixed foveated rendering on any headset which would reverse the performance situation at the same time as the image quality one.

But please list some of those miracle PC HMDs wich combine all of PSVR2s capabilitys .. iam actually intrested to learn wich they are.

I never once said there are PC headsets that can exceed PSVR2 in every area. I simply countered your claim that PSVR2 was better "in every single tech aspect" by pointing out that there are headsets in the PC space which would also be considered high end than exceed it in some areas while falling behind in others.

Some examples of those are:

Quest Pro - smaller (using pancake lenses), wireless streaming, passthrough, face and hand tracking, similar albeit slightly lower resolution, eye tracking.
Reverb G2 Omnicept - Higher resolution, higher field of view, face tracking, eye tracking, passthrough
Varjo Aero - much higher resolution, higher field of view, eye tracking
Pimax Reality 12k - Much higher resolution, much higher refresh rate, much higher field of view, eye tracking, face tracking, body tracking, passthough, wireless streaming

All of those headsets are very competitive in the high end space with PSVR2 and a far cry from inferior in "every single tech aspect" as per your earlier claim.

The issue, as I stated at the start of all this is that they are ridiculously expensive, hence why PSVR2 is such a compelling product.
 
The multiquoting has begun!

The library is what will define if the thing is compelling. And it's not like the community can make ports or mods for it. Or something like Vorpx.

PSVR2 actually has a relativel wide FOV. It's supposed to be 110 horiz which puts it above Index. I'm looking forward to seeing that tested. G2 is like 98, Quest 2 is around 90. It's still going to be in that scuba mask class though.
 
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110 horizontal? Where's that stated?

Yes this is official


However, we know that all things won’t be equal. Sony quotes the field-of-view of PSVR 2 at 110° compared to 100° for PSVR 1. That means that while PSVR 2 has many more pixels, they’ll be stretched over a slightly wider area. Overall the sharpness of the headset should still be substantially better, but not quite as much as the sheer increase in pixels would suggest.
 
Yes this is official


I think @Shifty Geezer may have been referring to the horizontal portion. i.e. do we know if they are providing the horizontal or diagonal measurement. I suspect 110 is diagonal based on the PSVR comparison of 100 (which has a 96 degree horizontal).
 
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