Sony VR Headset/Project Morpheus/PlayStation VR

I think the killer app for PSVR would be if you could snap live NFL to the right eye and then use the sensor glove to control tv volume.

That alone would justify the high hardware cost, and sell at least 500 million units.
 

Richard Marks presentation at Vision Summit. Mostly repeated what he said before, but there are a few interesting things....

1. PS4 is 60% more powerful than a similar spec PC according to middleware benchmarks (which? epic and unity?).
2. Reprojection is now always on, there was no reason left to give an option to disable it.
3. He repeated that 60->120 is imperceptible depending on what's going on in the scene. Problems only happen with very close objects or very fast translation.
4. The external processor doesn't do any graphics (he's correcting previous false assumptions).
5. Everybody already has a DS4, and it can also use the current Move peripheral. (implies that DS4 is the default controller, that Move will not be bundled, and there is no new Move?)
 
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Richard Marks presentation at Vision Summit. Mostly repeated what he said before, but there are a few interesting things....

1. PS4 is 60% more powerful than a similar spec PC according to middleware benchmarks (which? epic and unity?).
2. Reprojection is now always on, there was no reason left to give an option to disable it.
3. He repeated that 60->120 is imperceptible depending on what's going on in the scene. Problems only happen with very close objects or very fast translation.
4. The external processor doesn't do any graphics (he's correcting previous false assumptions).
5. Everybody already has a DS4, and it can also use the current Move peripheral. (implies that DS4 is the default controller, that Move will not be bundled, and there is no new Move?)
eBay -> cheap Move -> boom
 
1. PS4 is 60% more powerful than a similar spec PC according to middleware benchmarks (which? epic and unity?).

Well it's not in 2D games so would be interesting to see what's different in 3D benchmarks.

3. He repeated that 60->120 is imperceptible depending on what's going on in the scene. Problems only happen with very close objects or very fast translation.

So 60 fps is imperceptible from 120 fps except for when things are close or moving quickly. So in other words, 120 fps is perceptible from 60 when things are close to you or moving quickly. Just as they were on CRTs in the 1990s.

The flannel and bullshit that accompanies any new tech release is always as depressing as fuck.
 

Richard Marks presentation at Vision Summit. Mostly repeated what he said before, but there are a few interesting things....

1. PS4 is 60% more powerful than a similar spec PC according to middleware benchmarks (which? epic and unity?).
2. Reprojection is now always on, there was no reason left to give an option to disable it.
3. He repeated that 60->120 is imperceptible depending on what's going on in the scene. Problems only happen with very close objects or very fast translation.
4. The external processor doesn't do any graphics (he's correcting previous false assumptions).
5. Everybody already has a DS4, and it can also use the current Move peripheral. (implies that DS4 is the default controller, that Move will not be bundled, and there is no new Move?)

1) What are they comparing ? Is it dx12 vs their system , dx 9 or what. What cpu did they use ? and so on

2) Reprojection has limitations which is in your 3rd bullet point , this doesn't sound that great

3) Same as above. To much marketing speak

4) Odd then that its such a big box. It has 2 hdmi ports and a usb and power port , seems awfully big . I wonder why

5) That is most likely great news for Sony's bottom line. They can price the Headset cheaper and they can make a profit off the move controllers

Whats more is the move controllers have mini usb ports instead of micro , put out new ones with micro usb and ps vr branding and I'm sure a lot of people will buy those instead of used ones or cheap old ones off ebay.
 
4) Odd then that its such a big box. It has 2 hdmi ports and a usb and power port , seems awfully big . I wonder why

I've said this before, but the size of the box is likely so they can make it heavy enough to prevent the cable bundle to the HMD from easily tugging it around (or worse, tugging the PS4.)
 
They can make the box heavy without making it big. Just put a plate of cheap iron on the bottom inside, done.

Heck, they can thermally connect it with the SoC cooling solution to bring even cooler working temperature.

I suspect it's what we already suspect. That box have ps vita inside it.

Dunno it will just the SoC, or the complete board, or even worse, the complete casing.

Like those thx certified audiophile Blu-ray player from brand X that when you open, have OPPO Blu-ray player inside. Complete with the original casing.
 
I've said this before, but the size of the box is likely so they can make it heavy enough to prevent the cable bundle to the HMD from easily tugging it around (or worse, tugging the PS4.)

I mean I guess , but when you add the ps4 to the size of this thing its a lot of space. I would think they could have just made it attach to the system itself
 
You're more or less blind inside these HMDs and between the mass of the HMD, cable and the act of walking around it's very difficult to feel subtle changes in tension on the cable before they can become big changes. The interface box included with the DK1 was impossible to keep in place even with an extra pair of hands watching it and since then every PC devkit, prototype, and the forthcoming commercial units don't bother using them. Sony doesn't have the luxury of attaching directly to the PS4 while keeping the TV splitter functionality, and even if they did you'd still have the concern of an upright PS4 being overturned.

On the PC side of things I think the existence of the tether is still the biggest unanswered question for how well these devices will ultimately function in the wild. When the Vive starts shipping in a couple months we're going to see a bunch of first timers having to manage without the aid of a cable-handler watching their every move - should make for some nice youtube videos. Valve's chaperone camera system should keep most people from walking into walls or banging their hands, but the cable will still be a concern.
 
Here is a good look at the headset cable of PSVR. Seems it is a good length for a system that is using a single camera. I hope that Sony has reinforced the plugs at PU box, so that we don't have to fear much when someone yanks that cable [and it will happen in some horror games/when users trips on cable].

Also this is a very funny video. Dude got totally immersed. :) Hopefully that demo will land on PSN.
 
I wonder how wide the camera view is. Of its wider than oculus rift, it may be able to do limited room scale experience. That is a wee bit wider than standing or sitting experience.

But that's depend how long the bundled cable is...
 
I wonder how wide the camera view is.
ps4camera.jpg


That is probably diagonal FOV. Dr Richard Marks mentioned in one video that horizontal FOV was more than 70.

Oculus asks for 2 cameras for Touch controllers to be used, so they can achieve wider [and with less controller occlusion issues] play area.
 
You're more or less blind inside these HMDs and between the mass of the HMD, cable and the act of walking around it's very difficult to feel subtle changes in tension on the cable before they can become big changes. The interface box included with the DK1 was impossible to keep in place even with an extra pair of hands watching it and since then every PC devkit, prototype, and the forthcoming commercial units don't bother using them. Sony doesn't have the luxury of attaching directly to the PS4 while keeping the TV splitter functionality, and even if they did you'd still have the concern of an upright PS4 being overturned.

On the PC side of things I think the existence of the tether is still the biggest unanswered question for how well these devices will ultimately function in the wild. When the Vive starts shipping in a couple months we're going to see a bunch of first timers having to manage without the aid of a cable-handler watching their every move - should make for some nice youtube videos. Valve's chaperone camera system should keep most people from walking into walls or banging their hands, but the cable will still be a concern.

The final model of Vive has a front facing camera in the headset that can mix what you see in front of you into the computer generated environment, doesn't it?
 
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