I'm sure there's millions of folks who have PCs powerful enough and plan to purchase VR that don't have steam. Millions. 20 or so.Those are just users with steam installed. There are many more without steam that can go out and get a rift or vive
Well I'm talking about the whole experience, let's see when they are in the wild but a one-time plug into fixed hardware is going to be much easier than PC.I don't know about that. The rift requires you to plug in 2 usb ports. The psvr has a break out box you need to hook to the side of your ps4 , a camera you hook up to the back of it , then you have to plug the headset into the break out box.
If your talking about pc software. Its not very hard. Plug in your rift and launch the software. Its pretty easy.
But again, due to the lack of fixed hardware/drivers there will be a less consistent experience for the end user.Eh you don't have to fiddle on the pc anymore. AMD has software where you can just optimize your software with a click of a button. The majority of games will default to the best settings for your hardware also.
Not quite sure I understand your point. 40M potential users today, when PS5 comes out there will be 'however many' PSVRs that will all work with PS5 (in my ideal world) so you get developers able to do as they have before - wrote games for both gens rather than just one. The hardware may be split down the line, but if the PSVR is essentially a TV style device then upping the resolution won't matter too much. Maybe I'm looking at things too simplistically.But you'd split the base which gets rid of the fix hardware advantage.
I'm sure there's millions of folks who have PCs powerful enough and plan to purchase VR that don't have steam. Millions. 20 or so.
Well I'm talking about the whole experience, let's see when they are in the wild but a one-time plug into fixed hardware is going to be much easier than PC.
But again, due to the lack of fixed hardware/drivers there will be a less consistent experience for the end user.
Not quite sure I understand your point. 40M potential users today, when PS5 comes out there will be 'however many' PSVRs that will all work with PS5 (in my ideal world) so you get developers able to do as they have before - wrote games for both gens rather than just one. The hardware may be split down the line, but if the PSVR is essentially a TV style device then upping the resolution won't matter too much. Maybe I'm looking at things too simplistically.
It also get's cheaper for PS4 as that old hardware get's even cheaper...but as I said before, the gap is always growing in PS4s favour...or at least until PS5 talk starts.Eh , don't forget that the barrier to enter only gets cheaper for PC VR . Like I've said before you will have r9 290 performance n the sub $200 category in a few months.
OK, let's talks about the whole experience, which do you think would be easier to setup? A PS4 & PSVR or a PC & VR?How so ? I don't see this at all
Everything is ready on PS4 - everything fixed, everything controlled. on PC there's too many other factors to be 100% sure of a consistent experience for all users, anyone denying that is not being realistic, there are issues running some games on a standard PC so adding VR will just be another layer of inconsistency.Why , we have recommend specs for the rift and vive , if you have that hardware or better the software will take care of itself , even the drivers can be gotten without effort through windows update or control panels
PS5 will not lack support day one, and sure there will only be a couple million in the wild for the first few months but as PS4 has shown will grow quickly with proper support. But I agree, we should drop the future talk as requested)The day the ps5 launches how many PS5 owners will there be ?
What do you do about Room Scale. Do you implement it and have PSVR 1 people not have access to it. Do you have PSVR 1 people buy extra cameras for it. So many questions but as shifty said lets skip the future talk of new systems. We have no idea when a ps5 will come out or if it will
Let's not. It's the old PC versus Console usability discussion. Has little real value for PSVR discussion. At this point I think people should probably agree to disagree as theirs going ot be no changing the opinions of either party and people are realying on made up numbers and imaginary projections to argue which VR has the brighter future. Let's just stick to the present for now which is what price is PSVR going to be and what'll the market be?OK, let's talks about the whole experience,
$100 too high for the screen probably? A curved 5.1 inch 1440p screen is around $80.*
...
*pulled from a random s6edge BOM article. May be lies.
249-339, 1-2 million headsets sold in the first year.
Sony can release/bundle a new PSEye, which looks the same: 2 cameras, but breaks apart in the middle, allowing room scale VR tracking with 5 metre of extra cable
Also Sony can release something which you slip over the Move- 'ball', covering it, but with holes to allow for more precise tracking: 2 asymmetrical holes would combat sensor drift
The camera can be configured to track only the lights, 20 points max? this can be done through GPU / compute in 1ms.
Palmer Lucky's FUD stated that 2 cameras would be enough, I was just going with that. If you say at least 4 are needed, you should send him an email
Sensors are not expensive, even the high performance ones. The move needs 9 axis, and the headset only needs a 6 axis chip.Ah well let me try then
Head set
Screen - $100
lenses $ 75
internal sensors $50
Two moves - $16 total
Camera - $30
Breakout box
Apu ? - $15
Prob $100 for the rest of the parts and liscensing for the ports and what not.