Sony VR Headset/Project Morpheus/PlayStation VR

If the 120fps reprojection is so useful why don't other PC VRs use this technique for computers with lower spec?
Right now, the only possible reprojection that doubles the frame rate without issues is 60 to 120.

1. No other headset can accept 120 (oculus explained the compromises of current hdmi drivers)
2. The two high-end PC headsets are 1200p instead of 1080p, which limits them to 90hz.
3. It cannot work at 45 to 90 (too much latency and flickering artifacts)
4. The scan out must be a multiple of the render fps, so 60 to 90 cannot work (would cause judder artifacts)
 
Last edited:
(oculus explained the compromises of current hdmi drivers)
I can understand this as perhaps that numpix@hz exceeds the HDMI spec but surely if thats the case why didnt they use a newer standard when choosing the display method eg a recent version of DisplayPort
 
From what I understand, it's the panel controllers (MIPI DSI?) that only accept an HDMI pixel clock. Nothing better is available yet.

These sourced parts are all very standard, same protocols, same tranceivers, controllers, interface, command set, pixel formats, etc... They are still limited by what is available despite the PR about custom parts.
 
Right now, the only possible reprojection that doubles the frame rate without issues is 60 to 120.

1. No other headset can accept 120 (oculus explained the compromises of current hdmi drivers)
2. The two high-end PC headsets are 1200p instead of 1080p, which limits them to 90hz.
3. It cannot work at 45 to 90 (too much latency and flickering artifacts)
4. The scan out must be a multiple of the render fps, so 60 to 90 cannot work (would cause judder artifacts)

Sonys reprojection only corrects for head movement. There isn't something super fancy going on. I believe both valve and oculus recommend similar head position correction for pc vr content. There isn't anything there that makes this only feasible for 60 to 120Hz correction. In practice doubling framerate from 60 to 120Hz is independent of reprojection...
 
They all use reprojection in some form, but cannot use a lower rendering frame rate than native, it might be possible with a much more elaborate algorithm (I don't know). The question was about using sony's trick to enable lower specs PCs. I'm not sure we what we are disagreeing about (if anything).
 
Last edited:
They all use reprojection in some form, but cannot use a lower frame rate than native. The question was about using sony's trick to enable lower specs PCs. I'm not sure we what we are disagreeing with (if anything).

If some developer wanted to have games work on lower spec pc it certainly would be doable to render 60Hz and display the contents at 90Hz. Wouldn't be optimal but things rarely are when trying to make something below spec work somehow. Sony doesn't have magic making 60 to 90 or 60 to 120Hz conversion amazing. Works for some content and doesn't work for some other content.

What might be better(and more challenging) is to have something like gsync+reprojection. Then any framerate input would get proper head correction and it wouldn't be so critical to hit the minimum framerate all the time. What would be even better is if the reprojection could do more than just compensate for head movement. Maybe we will start to see game engines trying to do that. Render critical parts on higher refresh rate and predict some of the frame contents in effort to hit constant framerate(predict more and more when engine is under stress)
 
Sony doesn't allow 60 to 90, nor 90 to 120. Back when the panels were fixed sync, they told devs they must either reach a consistent 120, or they have to drop to 60.

If you sync PSVR panels at 90, the only allowed rendering is 90. This is the same recommendation as any 90hz PC headset.

If you sync at 120, the only allowed rendering is either 120 or 60.

There is a very logical reason for these recommendations. It is not magic. It is not special.
 
Wait, isn't Richard marks says that Psvr motion smoothing is always on and allows game to render at 90?
 
Last edited:
The lag between head movement and display update was always said to be one of the biggest causes of motion sickness - the disparity between eye and inner ear is like a form of vertigo. Sony's choice for handling 60 hz seems like a smart move.

It's a pity that PCVR can't do 72->144 hz, as it can monitors.
 
Wait, isn't Richard marks says that Psvr motion smoothing is always on and allows game to render at 90?

There is no "motion smoothing" for 90hz games on PSVR. For that display scanout rate all frames need to be unique [steady 90fps], but before they are sent they are reprojected after latest motion tracking data is sampled.
 
As far as I'm aware, async timewarp used on PC's is capable of adding in new frames in order to achieve a constant stream of 90 new frames being sent to the display even if the system renders less. It's still ideal to render at 90fps native, but if frames are dropped, the timewarp will add them in. That sounds to me to be the same thing as Sony's re-projection, but Sony are simply using it on a more extreme (and controlled) scale to add in every other frame rather than just the random ones that are dropped.
 
The lag between head movement and display update was always said to be one of the biggest causes of motion sickness - the disparity between eye and inner ear is like a form of vertigo. Sony's choice for handling 60 hz seems like a smart move.

It's a pity that PCVR can't do 72->144 hz, as it can monitors.
Because PSVR is limited by what can output PS4 HDMI which is 120hz at 1080p which is exactly the max [res / fps] PSVR can display.

LOL dat PCVR Freudian slip though. :D
 
So... My HTC Vive pre-order adds up to $1395.79 in canada, with taxes, customs, exchange rate, and shipping.

Hell, even if Sony is $600 with a pair of Move and the camera, it will look like a bargain. It won't sell much beyond the rich and gullible early adopters, but it will definitely look like a bargain. :yep2:
 
Because PSVR is limited by what can output PS4 HDMI which is 120hz at 1080p which is exactly the max [res / fps] PSVR can display.

LOL dat PCVR Freudian slip though. :D

I was talking about PC VR. PS4 can't even support 144hz (over monitors or anything else), so clearly I wasn't talking about that. Perhaps you should have a word with Freud? ;)

PC monitors (at least, many gaming ones) can do 144 hz. 144 hz would would seem like a good fit for 72 hz with reprojection, making performance considerations less onerous for mainstream PCs. Getting 72 hz out of a PC graphics card is easy. It actually used to be a common update rate a few years back.
 
They have two screens, maybe they could have accepted two hdmi links, or a dual link DVI, one for each screen. With a special mode for SLI setups, a direct link to each card.
 
They have two screens, maybe they could have accepted two hdmi links, or a dual link DVI, one for each screen. With a special mode for SLI setups, a direct link to each card.
But Psvr only have one screen and one hdmi port on ps4
 
Back
Top