Sony VR Headset/Project Morpheus/PlayStation VR

The faster you learn that, the better. People suck, even though there are exceptions! :yep2:


Eh, Palmer said the peripherals don't cost them at all, it's all on the rift apparently, which is absurd.

I was referring to the fact that they could sell $5 worth of plastic and parts for $30 a pop or a $20 camera for $50 or $60 and make a profit like sony is doing. Mean while you reduce the cost of the bundle by not having those in. Even $10 or $20 reduces the cost as they could then ship a smaller box and so on
 
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That yahtzee nazi joke is alive and well i see. Who'd have thought a bad joke about Witcher 1 control scheme would become so popular...

 
So how do they get your ipd ? the slide just ends with so



Hmmmmm, there are to explanation to the last statement.

#1 Lightweight VR Cinema app is running on PU itself, which is taking the PS4 feed and placing it inside the 3D gameworld with trackable user head [like several GearVR/Oculus cinema apps].

#2 Since PU is already used for video feed manipulation [creation of Social Screen feed], maybe they are doing transforming of PS4 feed to just hover in the air in front of user, HMZ-T1 style. No headtracking, just a dumb direct video playback of fisheye-corrected PS4 feed.


Since Sony is offering several levels of zoom for cinematic mode, I think #2 is what is happening.
 
Ha! The HMD needs the full bandwidth from the PS4 HDMI out, so they used the 720p H264 hardware from the PS4 (sourcing an off-screen buffer), and send the stream through USB, and the external box has a H264 decoder. They REALLY wanted a second screen.

"Your scientists were so preoccupied with whether or not they could, they didn’t stop to think if they should."
 
18:18 by Ben Lang"Cool thing about object-based audio is that you don't pre-mix You have your mono stream and then you attach it to an object in space. You don't have to care where the user's speakers are or where their head is. You just define where the sound is and we take care of everything."

18:18 by Ben Lang"It just puts the sound sounce in this virtual sound field right where it should be based on HRTF. This is special and it's great, but all the major VR headsets do this. But ours is even better I think, we've added some special sauce."


What could be the secret sauce?.A blitter at last?. ;)
 
19:10 by Ben Lang
"Having a high framerate and dropping down is not acceptable. 60Hz minimum required."

19:09 by Ben Lang
"Reprojection is now required. You can't drop under 60 FPS ever. If you submit a game to us dropping down to 30 FPS, you'll probably get rejected. There's no excuse for not hitting framerate. We'll help you do this of course."

:runaway: :yes:
 
19:10 by Ben Lang
"Having a high framerate and dropping down is not acceptable. 60Hz minimum required."

19:09 by Ben Lang
"Reprojection is now required. You can't drop under 60 FPS ever. If you submit a game to us dropping down to 30 FPS, you'll probably get rejected. There's no excuse for not hitting framerate. We'll help you do this of course."

:runaway: :yes:

if only they made that a requirement of non vr games too
 
I see the 3 zoom levels as the position of the seat in the theatre,from last row to first.A fixed image would make moving your head disturbing if you take the screen with you as reported by hmz users.
 
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