Sony VR Headset/Project Morpheus/PlayStation VR

Those are just users with steam installed. There are many more without steam that can go out and get a rift or vive
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.

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.
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.

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.
But again, due to the lack of fixed hardware/drivers there will be a less consistent experience for the end user.

But you'd split the base which gets rid of the fix hardware advantage.
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.
 
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.

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.

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.

How so ? I don't see this at all

But again, due to the lack of fixed hardware/drivers there will be a less consistent experience for the end user.

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


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.

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
 
So... there are more non-steam pc gamers with powerful hardware... then there are actual steam pc gamers with powerful hardware.... riiiight
 
Also, Rigs is an absolutely exhilarating experience, both game play and visual. That game exists because of AAA game development backed/produced by Sony. PCVR exclusive developed titles don't have that quality,even if you were to stuff 5 GPUs in a PC case. That is the current reality
 
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.
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.

How so ? I don't see this at all
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 about just the PSVR? 1) plug it in 2) go. With PC? 1) Make sure your PC is compatible 2) plug it in 3) download drivers 4) go
Like I said, once it's out we'll see, but people will need to understand if their h/w is good enough, generally users may have no idea how good their gfx card is...you'd be surprised.

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
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.

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
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)
 
OK, let's talks about the whole experience,
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?
 
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
 
$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.

S6Edge screen also comes with touch digitizer layer, which is not needed for PSVR.

Many expect high price of PSVR screen because of the need for high refresh rate, but I don't think that will raise the price if Sony is planing things correctly. If they for example have normal [lets say 90%] yield of creating 5.7" 1080p full RGB screen, and only half of them can work at 120hz, then the other half can be used in some other non-VR 60hz device [smartphone, medical device, etc]. This scenario enables the low price for VR screen, but puts strain on the production [good screens could become choke point for the assembly].
 
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It also comes with a penile subpixel matrix, which is not preferred for high VR image quality at sub-700 dpi levels.
The PSVR screen could end up more expensive, even if they are producing 2 million.

If Sony could combine the 4K Xperia screen with 120/240hz backlight strobing.... nah OLED should be the best choice
 
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

So 1-2m people have the old set up and the new get a new set up with 2 cameras. Aside from that 2 cameras wouldn't be enough for room scale , you'd need at least one per side. So you'd be looking at 4 otherwise you will get occlusion problems. Your also putting more burden on the jaguar cores inside the ps4. They are only 1.6ghz and now your going to add another camera worth of information to process ?
 
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
 
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

For room scale ? He may have hinted at that but no one believes it from what I can tell.


Anyway AMD gets in on the act https://forum.beyond3d.com/threads/sulon-q-powered-by-amd.57655/

With the FX chip and R7 graphics it certainly takes a leap closer to the ps4 than the gear vr does. Its also all built into the headset.

Next year using 14nm , Zen and GCN 3.0 they may give you near PSVR power in a self contained unit
 
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.
Sensors are not expensive, even the high performance ones. The move needs 9 axis, and the headset only needs a 6 axis chip.
6 axis MPU6500 is $3 (accel, gyros)
9 axis MPU9250 is $4 (accel, gyros, magnetic)

The camera was already estimated by IHS around $20 BOM.

If there's any licencing cost for HDMI/USB it's negligible, like a few cents.
 
Looks like we are starting to get PSVR trailers with directfeed or Social Screen [cropped and zoomed-in] footage that features realistic aliasing:


Game looks really great!
 
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