Sony PlayStation VR2 (PSVR2)

If you into big screen wait for software update as for now 1) 3d blueray is not supported 2) BigScreen says there will be psvr2 support app but no date for now
How about 3d sbs video?

The old psvr1 video player from Sony supports sbs 3d video iirc. But I've never tried big screen
 
How about 3d sbs video?

The old psvr1 video player from Sony supports sbs 3d video iirc. But I've never tried big screen

There is definitely an option for playing sbs content in there. I didn't look in detail so don't know how that would work with a 3D blu-ray either straight from disk, or ripped to your PC, but you can watch a number of 3D trailers in there which work perfectly.
 
i tried big screen on Quest 2, it's very nice to be immersed in different rooms/ ambiances, but some higer res videos (higher than 1080p) are stuttering sadly on Q2.
 
Seems like a massive improvement for PSVR players, and an incremental improvement for PCVR players. Basically bringing them up to the standard while having some extra features and QoL comfort improvements other headsets currently lack.
Not sure I understand the point within this comment. It's a massive improvement for anyone who doesn't have a high-end VR headset. That can be considered a massive improvement for PC owners with low end/no headsets, or no improvement to PC VR users at all because PSVR2 requires a PS5. Their circumstances remain exactly the same, neither improved nor worsened.

I think your point is that PSVR isn't bringing anything new technology wise, just offering a nice package for those who haven't had access to the high-end VR headsets. I don't know that PSVR needs more and better tech, especially considering it's already pricey. And I think VR in general needs a large high-end market for next-gen content, which a new consolidated platform might usher in. If so, that might do a lot more for the PC VR player with their high-end headset than their $2000 8k hardware brings, a massive imprvement in VR content. ;)
 
i tried big screen on Quest 2, it's very nice to be immersed in different rooms/ ambiances, but some higer res videos (higher than 1080p) are stuttering sadly on Q2.
Sounds like an issue with the player (was the video local maybe could have been network problems?), other ones like skybox can play at least 4k video and has hardware video decompression for most codecs.
 
youtube plays well, but with big screen it has to render an entire environment with screen lighting that environment, must take some ressources, if you lower IQ settings it gets better but it's aliased.

it's still in beta form though on Quest.
 

I highly doubt the dimming effect of pancake lenses was the only reason they were discounted for PSVR2. They have other major advantages over Frensel like vastly reduced size and the elimination of god rays. They're also more expensive than Frensel which is likely the main reason they were discounted. Pancake lens can still provide plenty of light if the source screen is bright enough.
 
I highly doubt the dimming effect of pancake lenses was the only reason they were discounted for PSVR2. They have other major advantages over Frensel like vastly reduced size and the elimination of god rays. They're also more expensive than Frensel which is likely the main reason they were discounted. Pancake lens can still provide plenty of light if the source screen is bright enough.
Costs for sure was also a reason.
 
The further coat benefit of Fresnel is that the screens themselves are essentially mobile technology. They've dodged the cost of micro oled etc.
 
Not sure I understand the point within this comment. It's a massive improvement for anyone who doesn't have a high-end VR headset. That can be considered a massive improvement for PC owners with low end/no headsets, or no improvement to PC VR users at all because PSVR2 requires a PS5. Their circumstances remain exactly the same, neither improved nor worsened.

I think your point is that PSVR isn't bringing anything new technology wise, just offering a nice package for those who haven't had access to the high-end VR headsets. I don't know that PSVR needs more and better tech, especially considering it's already pricey. And I think VR in general needs a large high-end market for next-gen content, which a new consolidated platform might usher in. If so, that might do a lot more for the PC VR player with their high-end headset than their $2000 8k hardware brings, a massive imprvement in VR content. ;)
Clearly I'm referring to people who already game in VR on the respective systems. As I said people with PSVR get a massive improvement.. and typically when people talk about PCVR they mean the high end sets which usually come to mind. Yes I'm aware there's shitty PCVR headsets out there.. so if someone needs to hear it, I have no problem saying it will be a massive improvement over those as well. And I never said it will be an improvement for PC users.. I said it will be an improvement over the PC headset hardware-wise. ☺️

And PSVR does bring something new techwise, it brings eye tracked foveated rendering. 🙂

I never mentioned software, but yes, the renewed interest in higher budget VR games due to the PSVR2 should infact help PCVR in some form... although with Sony, I'm sure they'll have either full exclusivity or other extended periods of BS exclusivity which does nothing to help the wider VR market. We'll see. Would be great to start getting some Sony First Party games on PCVR.. but I doubt that's going to happen any time soon.
 
And PSVR does bring something new techwise, it brings eye tracked foveated rendering. 🙂

That's not actually new in the PC space. Several headsets support this already and Nvidia has a game agnostic (mostly) way of activating it on supported headsets via the drivers.

The haptics are definitely a step up though and the headset haptics are totally new.

I think what PCVR2 brings over what's currently available in the PC space is a great mix of features all in the same headset, and at a remarkable price for the spec.

And as noted, getting this level of spec into the hands of a large number of consumers will hopefully re-ignite some AAA game development in VR. Although whether the PC space will see much of that is still up in the air.
 
That's not actually new in the PC space. Several headsets support this already and Nvidia has a game agnostic (mostly) way of activating it on supported headsets via the drivers.

The haptics are definitely a step up though and the headset haptics are totally new.

I think what PCVR2 brings over what's currently available in the PC space is a great mix of features all in the same headset, and at a remarkable price for the spec.

And as noted, getting this level of spec into the hands of a large number of consumers will hopefully re-ignite some AAA game development in VR. Although whether the PC space will see much of that is still up in the air.
There's no eye tracked foveated rendering in any PCVR headset. There's foveated rendering... which is software based.
 

I didn't even know this game existed but it looks really good. I might have to pick it up.
There's no eye tracked foveated rendering in any PCVR headset. There's foveated rendering... which is software based.

There are several headsets which support eye tracked foveated rendering. This post details a few examples and some details of the Nvidia driver solution:

 
Clearly I'm referring to people who already game in VR on the respective systems.
I don't follow. Unless the idea is PC VR enthusaists would go shell out on a $1000 PS5+PSVR2 combo, what's the relevance of PSVR2 to PC? It's not an incremental improvement as you described because PSVR2 isn't compatible with PC. It's an independent product. I don't understand the relevance of PCVR and your statement in this thread. :-?

and typically when people talk about PCVR they mean the high end sets which usually come to mind
They do? I would have thought they'd be talking about the majority played systems. I don't know what the most popular active headsets are on PC. If more people are playing original Oculus on PC than fancy headsets, I'd have thought they'd be the 'PCVR players', to which PSVR2 is not an incremental improvement to them, nor a massive improvement. It's got no bearing on their VR experience unless they want to get a PS5+PSVR2.
 
I don't follow. Unless the idea is PC VR enthusaists would go shell out on a $1000 PS5+PSVR2 combo, what's the relevance of PSVR2 to PC? It's not an incremental improvement as you described because PSVR2 isn't compatible with PC. It's an independent product. I don't understand the relevance of PCVR and your statement in this thread. :-?


They do? I would have thought they'd be talking about the majority played systems. I don't know what the most popular active headsets are on PC. If more people are playing original Oculus on PC than fancy headsets, I'd have thought they'd be the 'PCVR players', to which PSVR2 is not an incremental improvement to them, nor a massive improvement. It's got no bearing on their VR experience unless they want to get a PS5+PSVR2.
...I'm talking about hardware...

It doesn't have to be relevant to PC users... I'm comparing the hardware itself. Where in my post are you getting that I'm saying anything about users? In fact YOU are the one bringing up how one will affect the other...by saying that renewed developer interest in high quality VR games could trickle over to PC users. I never said anything about users.

The relevance of PSVR2 to PC is that they're both headsets which could influence future designs for their respective markets... Imagine thinking that PC headsets didn't have an influence on the design of the PSVR2.
 
That's not actually new in the PC space. Several headsets support this already and Nvidia has a game agnostic (mostly) way of activating it on supported headsets via the drivers.

The haptics are definitely a step up though and the headset haptics are totally new.

I think what PCVR2 brings over what's currently available in the PC space is a great mix of features all in the same headset, and at a remarkable price for the spec.

And as noted, getting this level of spec into the hands of a large number of consumers will hopefully re-ignite some AAA game development in VR. Although whether the PC space will see much of that is still up in the air.
Fair enough I suppose.. though apps need to be whitelisted by the driver, and the list appears to be quite small.
 
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