Sony VR Headset/Project Morpheus/PlayStation VR

does the Rez8 have its old co-op feature? maybe now allow it to work over internet? or add more co-op varieties?
 
First impressions video from PSX:

Drive Club and GT Sport will probably have VR version.
GT Sport already got official confirmation [as did pCARS], while DC VR version is heavily hinted [and again playable today on PSX].

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.
The initial software list for iPhone was also very mediocre, but what made that gaming platform popular was the whole another way of interacting and experiencing content. Even if first year of VR gets 100 smaller games, that may actually be enough to get the ball rolling into an avalanche of high quality software support.

So far PSVR has more than 50 games announced for it [and 200+ devs looking at it], which is great.
 
im foreseeing the rise of "VR game center" in my country. Hopefully they get brave enough to also provide nice experience for multiplayer room-scale stuff.

*in my country arcade, game center, console rentals, is still alive and well.
 
So far PSVR has more than 50 games announced for it [and 200+ devs looking at it], which is great.
Every platform announced ever has hundreds of games in development, but they all launch with about 15 of which only 3 are any good, and then its months of very little until devs start delivering. At any point after launch, games target a platform can get shelved if the devs/pubs decide it's not actually a viable platform. So I wouldn't put any stock in promised games - only what's showing as working and has a decent chance of being finished.
 
Every platform announced ever has hundreds of games in development, but they all launch with about 15 of which only 3 are any good, and then its months of very little until devs start delivering. At any point after launch, games target a platform can get shelved if the devs/pubs decide it's not actually a viable platform. So I wouldn't put any stock in promised games - only what's showing as working and has a decent chance of being finished.

Yes. Just look at Nintendo WiiU as the perfect example.
 
Repost of my GAF post:


Two interesting reddit posts from user yantraVR who is member of dev team Innervison Games who made early Oculus game Ethereon [adventure game]:


yantraVR: PSVR is extremely close to being on par with Vive and the Rift w/ a gtx970 based on the tests I've done. The team from Epic (Nick & Tom) have also stated the same in at least one of their VR Twitch streams. If your app runs at 90Hz on a PC with a gtx970 then you should be very close to 60 on the ps4. And with the 120Hz reprojection applied it's glassy smooth.

penprog: Do you know how they do it? They have to sacrifice something.

yantraVR: Yes, I do! In brief, the PSVR only requires about 1/4th of the render target size that the Vive requires. This has a lot to do with the display they are using that can run a 60Hz game at 120Hz (in addition to the 90Hz mode). So comparing the PSVR at 60Hz>120Hz to the Vive at 90Hz:

Vive = 457 million pixels/sec (1512x1680x2x90)
PSVR = ~100 million (1920x1080x60 - ~20%*)

*The ~20% is accounting for some additional (classified) techniques that further reduce the render target size.

There are other things to consider as well, if you want to go further. For example, the PS4 has hardly any driver overhead compared to Windows so it's a fully dedicated gaming system that can focus purely on performance. For example, the draw calls on the PS4 are faster than with dx11 which is something that a lot of people don't realize.

They have also started beefing up their small conversion box unit with processing power to help do some heavy lifting.


http://vrfocus.com/archives/26207/y...close-to-being-on-par-with-vive-and-the-rift/
https://www.reddit.com/r/oculus/comments/3vnce8/51_titles_announced_for_playstation_vr_for_now/


Here is one of talks from Epic games about porting Showdown VR demo to Morpheus [there was another one where they talked more in-depth about it]:
http://www.twitch.tv/unrealengine/v/7616153?t=21m52s


Also, Vive does not have 1512x1680-per-eye screens, but it seems that it requrires devs to hit that render target.
http://www.neogaf.com/forum/showthread.php?p=183100265#post183100265
 
Repost of my GAF post:
yantraVR: Yes, I do! In brief, the PSVR only requires about 1/4th of the render target size that the Vive requires. This has a lot to do with the display they are using that can run a 60Hz game at 120Hz (in addition to the 90Hz mode). So comparing the PSVR at 60Hz>120Hz to the Vive at 90Hz:

Vive = 457 million pixels/sec (1512x1680x2x90)
PSVR = ~100 million (1920x1080x60 - ~20%*)

*The ~20% is accounting for some additional (classified) techniques that further reduce the render target size.

There are other things to consider as well, if you want to go further. For example, the PS4 has hardly any driver overhead compared to Windows so it's a fully dedicated gaming system that can focus purely on performance. For example, the draw calls on the PS4 are faster than with dx11 which is something that a lot of people don't realize.

They have also started beefing up their small conversion box unit with processing power to help do some heavy lifting.

As I believe I said before, I wouldn't be surprised if they have a Vita class gpu or better in the breakout box.
 
PSVR = ~100 million (1920x1080x60 - ~20%*)

*The ~20% is accounting for some additional (classified) techniques that further reduce the render target size.
Interesting...
vg96b.jpg
 
Repost of my GAF post:


Two interesting reddit posts from user yantraVR who is member of dev team Innervison Games who made early Oculus game Ethereon [adventure game]:


yantraVR: PSVR is extremely close to being on par with Vive and the Rift w/ a gtx970 based on the tests I've done. The team from Epic (Nick & Tom) have also stated the same in at least one of their VR Twitch streams. If your app runs at 90Hz on a PC with a gtx970 then you should be very close to 60 on the ps4. And with the 120Hz reprojection applied it's glassy smooth.

penprog: Do you know how they do it? They have to sacrifice something.

yantraVR: Yes, I do! In brief, the PSVR only requires about 1/4th of the render target size that the Vive requires. This has a lot to do with the display they are using that can run a 60Hz game at 120Hz (in addition to the 90Hz mode). So comparing the PSVR at 60Hz>120Hz to the Vive at 90Hz:

Vive = 457 million pixels/sec (1512x1680x2x90)
PSVR = ~100 million (1920x1080x60 - ~20%*)

*The ~20% is accounting for some additional (classified) techniques that further reduce the render target size.

There are other things to consider as well, if you want to go further. For example, the PS4 has hardly any driver overhead compared to Windows so it's a fully dedicated gaming system that can focus purely on performance. For example, the draw calls on the PS4 are faster than with dx11 which is something that a lot of people don't realize.

They have also started beefing up their small conversion box unit with processing power to help do some heavy lifting.


http://vrfocus.com/archives/26207/y...close-to-being-on-par-with-vive-and-the-rift/
https://www.reddit.com/r/oculus/comments/3vnce8/51_titles_announced_for_playstation_vr_for_now/


Here is one of talks from Epic games about porting Showdown VR demo to Morpheus [there was another one where they talked more in-depth about it]:
http://www.twitch.tv/unrealengine/v/7616153?t=21m52s


Also, Vive does not have 1512x1680-per-eye screens, but it seems that it requrires devs to hit that render target.
http://www.neogaf.com/forum/showthread.php?p=183100265#post183100265
is this what your talking about ?

img_54f7abfbd1262.jpg


Your not going to have to draw all that

upload_2015-12-8_21-14-57.png

Your looking at 378m pixels after a stencil mesh.

You should also apply the same math for Sony unless they are not warping it. The valve numbers are taking into account the predistortion render size target. I don't see why sony isn't doing the same. The question is what you need to adjust for. Is it also 1.4x or is it smaller or larger.
 
Unless you have information about the PSVR optics, you are jumping to conclusions by assuming they are mathematically the same projection as vive or oculus.
 
Unless you have information about the PSVR optics, you are jumping to conclusions by assuming they are mathematically the same projection as vive or oculus.

Reread my post MR Fox . I said as much that I'm not sure what sony is doing. But how else would they deal with distortion.

Valve themselves have said that 1.4 is just a recommendation for vive and that head hmd design has a different recommended scalar based on the optics and panels. Valve states that on slower GPU's you can scale the target scaler down. On faster ons scale it up further

I don't see a way based on how the tech works that sony wont be rendering higher than the display. The question is how much and I'm sure just like with the vive its up to the dev to deal with

Also I know you guys like to cheer lead for Sony but even they are recommending 90and 120 fps . At the 30 minute mark they say mostly 60fps is not good enough and solid 60fps is the bare minimum . Rendering at 60fps is most likely going to cause discomfort. They also want you to use the best Mssa possible and to keep shadow quality high.




This is all from Sony not me.


Btw the only thing sony says in regards to resolution is its output. They never talk about the internal rendering
 
Rendering at 60 and reprojecting to 120 doesn't cause discomfort.

So why did he say it may cause discomfort ? It be an odd thing for him to say if it didn't cause discomfort wouldn't it ?

It be even odder for Sony to put up a giant slide at the 30:44 minute mark that says Rendering at 60fps may cause discomfort try to reach at least 90fps! and then a big image of a red X through 60fps .

Why would they do such a silly thing if it wasn't true ?
 
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