Sony VR Headset/Project Morpheus/PlayStation VR

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."

I told this a few days ago. If you google it you will not find it anywhere ;-)
 
More detailed transcript by Gamasutra!

“Frame rate is really important; you cannot drop below 60 frames per second, ever,” said Norden. "If you submit a game to us and it drops to 55, or 51...we’re probably going to reject it.”

“I know I’m going to get flak for this, but there’s no excuse for not hitting frame rate,” said Norden. "It’s really hard, and I’m not going to lie to and say it’s extremely easy...it’s really difficult,” said Norden. Still:

"60hz is the minimum acceptable framerate. Everybody drill that into your heads.”
http://www.gamasutra.com/view/news/...mes.php?utm_source=dlvr.it&utm_medium=twitter


Road to VR liveblog mentioned drop to 30fps, but Gamasutra says 55 or 51. That is a big difference. This means that Sony will not forgive even the small framedrops. :D
 
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This essentially makes Bethesda and (some of the studios from) Ubisoft exclusive PCVR developers :(
PCVR must be a stable 90.

Everything they said about PSVR applies equally to PCVR, any drop in frame rate from the target will cause judder. The only difference is that Sony have 3 targets (60->120, 90,120), while PCVR currently have one (90).
 
The Roadtovr Eagle Flight was interesting. During extreme manoeuvres the game closes the POV in with black boarders at the corners. Nice solution to motion sickness.
 
It was meant light hearted; to my knowledge they are amongst the worst developers on PS4, or PlayStation in general.
I understand that everyone can hit those frame rates, if optimised / sacrificed properly.

My prediction is that Ubisoft will be quick to go "all wii" on PSVR. They might even bring back their worst characters ever. I am not talking about the Watch_Dogs cast, I am talking about the "Raymans' Raving Rabbits" D-: But yeah I expect a lot of shovel ware from Ubisoft later on.
 
Except if it's for therapeutic uses.

"You want to loose weight? Try our Unity games on any VR headset. It's recommended to play our games after each meals."

"Congress recently approved a law which allows for detainees at Guantanamo bay to be interrogated using PSVR in combination with any Unity engine game, in sessions lasting up to 30 minutes. Amnesty International is asking to bring waterboarding back, as this is considered less intrusive on the detainee"
 
I've never seen an item priced in GBP without taxes included. Here you get a price, that's what you pay, tax and all. Checkout, pay, boom.

Yes, you're correct. This is what it states on my order:

You'll be charged when your order ships. Tax is included in order total.
Shipping: £30.00
Customs: £0.00
Estimated Total: £529.00

Are you unable to read something's quality by looking at the materials? The Oculus headphones do not look very good to my eyes:

What do you think? Looking comfortable?

Yes they look fine to me.

This essentially makes Bethesda and (some of the studios from) Ubisoft exclusive PCVR developers :(

I'd assume the strict requirement for no dropped frames (60hz) is to allow the re-projection to 120hz to work properly. Re-projection is entirely capable of filling in the odd dropped frame to bring you up to your target refresh rate, that's how it will work on the PC if say you occasionally drop into the 80's - re-projection fills in the blanks to maintain your 90 unique frames. It may be less effective at filling in dropped frames though if you're already using it to double your frame rate.

In either case, the PC implementations using re-projection (aka timewarp) should also never drop a single frame below 90fps.
 
Amazon.com Movers. Do people know they still have 7 months to buy the camera? Well, they must be really thirsty.

C9BV4tL.png
 
I don't really understand positional audio... If a game supports surround sound is that not the same? Throw an algorithm over it for stereo and be done with it? Or is the algorithm too expensive given the 60-120hz timeframes?
 
I'd assume the strict requirement for no dropped frames (60hz) is to allow the re-projection to 120hz to work properly. Re-projection is entirely capable of filling in the odd dropped frame to bring you up to your target refresh rate, that's how it will work on the PC if say you occasionally drop into the 80's - re-projection fills in the blanks to maintain your 90 unique frames. It may be less effective at filling in dropped frames though if you're already using it to double your frame rate.

In either case, the PC implementations using re-projection (aka timewarp) should also never drop a single frame below 90fps.

All of this - yep.

The point of async timewarp is the ability to decouple your rendering rate from the display rate (hence "asynchronous") without disturbing the sense of responsive tracking.

https://zippy.gfycat.com/JealousMeagerKestrel.webm
 
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So we get 6 free 'games' (more mini games) - do we know yet the expected retail prices? Full £40/50 or more Move game type prices £30ish? Good to see Move isn't required...at least that's something you don't have to buy day one if you don't already own. I can see me using the headset to play some games (eg PES) while the kids are watching TV...it's nice to have the option.
 
I don't really understand positional audio... If a game supports surround sound is that not the same? Throw an algorithm over it for stereo and be done with it? Or is the algorithm too expensive given the 60-120hz timeframes?

If you want to convert surround to binaural (something that True Audio was supposed to good at iirc) for VR then there are a couple of additional steps. First, you need to calculate the direction of sound relative to (constantly changing) head position, then (and only then) you modify sound based on some kind of model that takes into account the effect on sound of the ear.

All this can be very expensive. It eats up CPU time (more sources and higher the quality eat more) and GPU compute is most likely too high latency to be suitable. If you generate your usual surround sound, then output over HDMI as you would for a surround speaker system, then catch this in the VR unit and perform the necessary calculations on a fast and low power ASIC then you can get good positional audio with no additional strain on the PS4 base unit.

For PCs with i7 CPUs this might not be an issue, but offloading this additional work to the VR box seems like a smart move.
 
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I'd assume the strict requirement for no dropped frames (60hz) is to allow the re-projection to 120hz to work properly. Re-projection is entirely capable of filling in the odd dropped frame to bring you up to your target refresh rate, that's how it will work on the PC if say you occasionally drop into the 80's - re-projection fills in the blanks to maintain your 90 unique frames. It may be less effective at filling in dropped frames though if you're already using it to double your frame rate.

In either case, the PC implementations using re-projection (aka timewarp) should also never drop a single frame below 90fps.
I know hughj will disagree with me, but it's all the same for everybody, for every frame rate, regardless of reprojection.

I can't believe this is still going on. I've been trying to explain this for a fucking long time on B3D, and Sony corroborated my theories, and so did Oculus. I think next time I'll have to quote Jesus. :LOL:

Reprojection/ATW cannot solve the judder problem of mismatched frame rate. Unless they reproject and composite all objects and animations independently (which would be a lot of processing, if possible at all).

This is from last year:
https://developer.oculus.com/blog/asynchronous-timewarp-examined/
Additionally, the frame rate ratio between the game rendering and device refresh rate affects the perceived quality of the motion judder. In our experience, ATW should run at a fixed fraction of the game frame rate. For example, at 90Hz refresh rate, we should either hit 90Hz or fall down to the half-rate of 45Hz with ATW. This will result in image doubling, but the relative positions of the double images on the retina will be stable. Rendering at an intermediate rate, such as 65Hz, will result in a constantly changing number and position of the images on the retina, which is a worse artifact.

Yes, Sony have a major advantage being able to run at 60 reprojecting to 120, which competitors cannot.

The impact of occasional dropped frames is reduced, but it's a problem if it can't keep the frame rate the same.

Timewarp2.jpg

Image of scene with with a moving object affected by judder.
 
Yes, Sony have a major advantage being able to run at 60 reprojecting to 120, which competitors cannot.

Which is why I thought it would have been good if O.R. had been able to target 144hz with 77 hz reprojection. More tolerant to performance drops and that innit.
 
I don't really understand positional audio... If a game supports surround sound is that not the same?
Think of it in visual terms. 3D (HMZ) puts two screens in front of your eyes but fixes the viewpoint. You see 3D, but not VR. You need the images to adjust based on where you are looking. Surround sound does the same with audio. It provides '3D' audio but only for a fixed position. Say for example someone is on your right babbling annoyingly about how when they get home after the war, they're going to finally start that farm with their boy. You turn to the left and see the open meadows, but you'd still here the man on your right as if he had changed position. You ought to hear him behind you. The audio has to be updated relative to your head position exactly as the visual side is. Someone was posting earlier about how the audio in VR can be really offputting. Kudos to Sony if they have it working well, and the inclusion of the breakout box means they must have had this as a requirement.

If you want to convert surround to binaural (something that True Audio was supposed to good at iirc)
Sony should have included it in PS4 as standard. They could have provided positional audio in all games and saved a bundle on the cost of VR.
 
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