Sony VR Headset/Project Morpheus/PlayStation VR

Thank you, I remember where I read it... Yoshida was recalling their problems back when morpheus had 40ms latency and wasn't doing reprojection yet, just interpolation, they were testing driveclub or something. So it makes sense that the pipeline was way too long, and that would have been exacerbated by the display persistence. So the driving speed exposed the issue.

Everyone was agreeing recently that motion to photon has to be below 20ms to avoid nausea. Did that change? This isn't at all possible with 60hz. Didn't sony and oculus say 60hz is causing "discomfort", and 90hz is the new minimum?

I am wondering if the the blur from lower frame rate is impacting proprioception when moving your head really fast. That would explain the term "twitchy games" from the unity presentation. Predictive sensor fusion have limits.
 
I would expect all the major VR devices are sub-20ms capable at this point, that includes the 60Hz GearVR and 75Hz DK2. Not sure how many times I've brought up prediction in this thread but it seems to have been glossed over I guess. :p 60Hz isn't uncomfortable because of latency right now, it's uncomfortable because of flicker perception with low persistence, on top of the perceived brightness drop you get as a result of only having the display illuminated for ~1/8th of the normal duration, plus the usual more=better of frame rates.

Remember that none of the Valve/Vive demos from the past couple years have implemented any form of reprojection in their SDK, and yet they've continually been seen as delivering best in class VR experiences. It's not like their latency has been markedly higher than everyone elses. All they've been doing to achieve their level of quality is 90Hz, low persistence, predicted poses, and careful management and optimization of frame rendering so they don't miss a buffer swap.

https://developer.oculus.com/blog/the-latent-power-of-prediction/

Make note of the date that was published.
 
Vive have a really good sensor system, it must help with stability.

Morpheus has been using prediction from the start, the very first public unveiling called it "forward prediction", combined with sensor fusion from the Move algorithm. It has it's own set of artifacts. The head changing direction sharply causes overshoot. Their first prototype was using interpolation but they changed it later for reprojection trying to keep the actual input data as close as possible to the output time, even when the frame rate is the same, and even if reprojection adds some artifacts.

What is still up in the air is whether the reprojection on PSVR will be more than rotating and shifting the image. It causes problems with fast moving objects in the scene. I suppose the higher frame rate reduces these artifacts, and also reduces the overshoots with twitchy head movements.
 
How fast can a head change direction though? There are limits to the human body. There will be slowdown before the movement has changed, and with sufficient measurement speed, you won't ever get much overshoot?
 
Sony also very confident with their prediction by recommending developer to use rapid head movement to interact (shake head to decline, nod nod nod nod to OK)
 
I'd love to see some experimental results with a wide focus group. Proprioception is supposed to be extremely precise. Last thing I read was, the entire pipeline has to be within 40ms, and motion to photon within 20ms. If prediction is fine, there is little reason to want more than 90fps (other than reducing blur with high speed games and/or increasing brightness)

I just follow the things said publicly from sony and oculus, it seems to get more figured out in the last year. Oculus recommended to move the head slowly to avoid nausea, maybe that is soooo 6 months ago. There is some discrepancies between different claims because they were made at different times, under different PR situations I guess.
 
Oculus is expected to announce it's price Thursday (they said it's a major announcement, everybody think it's date and price), the timing could be good for Sony to announce their price 2 days later at PSX. Or at least that will build pressure for them to do so. ;)
 
New [and old] games announed for PSVR at PSX

- Psychonauts: In the Rhombus of Ruin
- REZ Infinite
- Eagle Flight [Ubisoft]
- The Modern Zombie Taxi Company
- Job Simulator
- Golem
- 100ft Robot Golf
- Ace Combat 7
 

jpg
 
Take away Ace Combat and the list seems pretty mediocre.
I guess 2016 won't be the year of VR. Not for the PS4, at least.
 
Take away Ace Combat and the list seems pretty mediocre.
I guess 2016 won't be the year of VR. Not for the PS4, at least.

We don't even know the price of the PSVR. I think the PSVR will release June 2016 or fall 2016. If release in June I think No Man Sky will be a launch title.

Drive Club and GT Sport will probably have VR version.
 
Back
Top