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Yeesh that first setup...and now a youtube showing the mess...erm...connections;
Yeah, PSVR is cable hell. I would actually considering buying another PS4 if they release a version with the mess built in.and now a youtube showing the mess...erm...connections;
Why people keeps saying the external box is upping to 120?more impressions and info...apparently mini PS4 is just a suped-up splitter
Does it add lag?
apparently mini PS4 is just a suped-up splitter
I mean when you are playing normal, classic TV game. Does it totally turned off and become passive past through. So no lag added.Headset gets direct feed without any touching by PU. PU then teakes that feed and prepares TV feed. This adds lag on TV.
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Yes, I agree.The judder they're talking about is from animated elements within the scene. For those things, yes of course you'll get motion artifacts when you have an irregular rendering rate. The head tracking however is not disturbed by that with positional reprojection because you have the tracking information and necessary scene information to construct a frame. It's POV interpolation, not scene interpolation.
If you look at a static cubemap in VR you're essentially looking at a 0 FPS scene that's reprojected to whatever your display rate is. If it were an animated cubemap (say, a room with an object in it moving back and forth) an irregular animation rate will result in the object not being tracked consistently by your eye, resulting in a similar judder artifact produced by full persistence displays.
I'm not arguing that constantly hovering between 70-90fps on a 90Hz HMD results in a negligible difference and can be ignored by developers, but rather that brief dips below 90fps are often imperceptible because you don't get that nasty kicked-in-the-head feeling that we used to when you miss a buffer swap.
The only thing I disagree with is the idea that dropped frames have more impact at 60-120 than 90-90. Sony wouldn't allow a game with a frame rate dropping occasionally to 80, they tell the devs to either optimize until they get 90 stable, or use the 60->120 mode. They say dropped frames are bad and cause discomfort, so does Oculus in their best practice document.I don't understand why you think we're in disagreement. The link you posted starts off with "synchronous timewarp (ATW) is a technique that generates intermediate frames in situations when the game can’t maintain frame rate, helping to reduce judder.", so clearly what I said above is exactly right. I never said it was perfect, obviously you want to have full frame rate, but if and when you do drop frames, ATW (aka re-projection) will fill in the blanks with the result being that you never drop a frame to the display.
My point was simply that if you're already using ATW to double your frame rate from 60->120 fps, then drops below 60fps (say into the high 50's) are probably going to be a lot more noticeable than drops into the mid 80's when you're outputting at 90hz. That's why, while Oculus are also pushing for a native 90fps, it's unsurprising that Sony are being more strict with the 60fps requirement.
Oculus says ATW reduces the judder compared to not using reprojection at all. This is about head rotation, not scene movements. For head rotation, it could be rendering at 10fps or 1000fps without any visible change. The problem of mismatched frame rate or frame drops is about translations, as hughj said above.
From this the only conclusions i can get to is either Oculus has been engineered inefficiently (which i don't believe), or it is using significantly higher quality materials than PSVR(which i don't believe once again)
55->120 is 5 dropped frames per second, 8ms error each.
80->90 is 10 dropped frames per second, 11ms error each.
So that certainly suggests higher quality materials.
Ah, this could be a big differentiating factor. It might be too costly on PS4, they never indicated using a depth buffer as far as I can tell. When Marks described it he said "it's a bit more complicated than shifting and rotating the image, but that's the general idea".Head rotation and translation with Oculus because it's performing a full transformation including the depth buffer, not just shifting a flat buffer around.
Well Oculus apparently weighs about 450g with the headphones while PSVR weighs 610g without. So that certainly suggests higher quality materials.
Or a decision to sacrifice sturdiness of the design. We'll have to wait and see how the HMDs hold up to use and abuse for 6-12 months. This is Oculus's first rodeo after all, so it's really hard to say how efficiently or intelligently they've made their manufacturing decisions.