The breakout box is still messy. Is it supposed to sit on the floor in front of you? Or on top of the PS4?
Loads bigger. Oculus's box looks pretty impotent in comparison.Oculus also has a breakout box, so Sony is not alone in this approach [although Sony's is bigger].
The breakout box is still messy. Is it supposed to sit on the floor in front of you? Or on top of the PS4?
Well you'll have your PlayStation space helmet on with its own sound so noise probably won't be a huge issue.placing it on top of PS4 wont be a good idea for noise. PS4 have really hot top side.
I guess it's the price we'll have to pay for the tech, I wonder if PS5 would remove the need for the box? Either way I'd like a way to hide the box.
The processing chips could just be a percentage of the CPU/GPU processing. PS4 needs processing in the breakout box because it's barely powerful enough for VR as is. Using 10% or whatever on reprojection would have too much of an impact. But on PS5, the reprojection would be maybe 3% of total resources.That would increase the price of every PS5 [additional processing chips, another HDMI port [one for Headset, one for VR] that needs to be licensed and paid].
It will hover next to you like the little robot thing in Killzone.
The processing chips could just be a percentage of the CPU/GPU processing. PS4 needs processing in the breakout box because it's barely powerful enough for VR as is. Using 10% or whatever on reprojection would have too much of an impact. But on PS5, the reprojection would be maybe 3% of total resources.
That said, low latency may warrant processing. It's really the size that's baffling. Why isn't a mobile SOC in the headset, or the box being a tiny belt-mounted thing?
https://youtu.be/_Su45ND3pDc?t=2199
https://www.youtube.com/watch?time_continue=1550&v=W8bREFpp2o8
I mean Tinkerbell from Peter Pan.Oh, you mean the monitor from Halo.
As for "barely powerful enough for VR", I don't agree with that statement. Devs have said the same. Everything that PC can deliver with 970/980 for Oculus/Vive [higher render target, 90fps minimum], PS4 can render that at 1080p60 without content changes. Console hardware is more than capable for good VR.
https://forum.beyond3d.com/threads/...us-playstation-vr.55521/page-107#post-1885842
Code:https://youtu.be/_Su45ND3pDc?t=2199 https://www.youtube.com/watch?time_continue=1550&v=W8bREFpp2o8
Spatial audio processing makes more sense in game where all the data is, rather than sending hundreds of audio streams to an external box. VR OS - what precisely is that?What gives more benefit is separate stuff that can reduce larger chunks of CPU/GPU time - spacial audio processing, VR OS and LED tracking [possibly this is impossible since this is part of core rendering pass] and similar stuff. I would also say, ability to use more than one camera [PU that has ports for more than one camera].
Why?Belt hardware = big no. That is not user friendly.
Using ever once of processing power and nothing spare, making an external processor more important. PS5 will be able to provide a vastly improved VR experience (version 2) and have enough oomph (probably) to do all the VR things.Everything that PC can deliver with 970/980 for Oculus/Vive [higher render target, 90fps minimum], PS4 can render that at 1080p60 without content changes.
Nice, it looks like the previous PSVR breakout box. They added the "social screen" but not audio processing since a PC CPU is powerful enough. This is reminiscent of the original voodoo card, which was doing a pass through of the signal until a game specifically called for the 3D driver.Oculus also has a breakout box, so Sony is not alone in this approach [although Sony's is bigger].