Sony VR Headset/Project Morpheus/PlayStation VR

Like they will know that a bloody PS4 is required.

Just drop it.

I am kind of with eastman on this. It's called PlayStation VR. How are people going to know that PS4 is required?
Is it called PlayStation 4 VR? No it's not.
Let's be honest here. Sony screwed up big time. VR will most likely fail because of this. I hope Oculus with it's simple concept and plug and play design can save VR.
 
They seem to suggest that Move isn't as accurate as the DS4, so it sounds like they could easily replace the sensors in the last-gen Move with updated sensors. If that is indeed the problem.

This is part of the reason I'm holding off buying Move in its current incarnation.

This is fairly strong logic. If it's really inadequate wait for version 2.0:: much like how they released a wii+ module for better tracking

I wasn't reading that closely so I may be mistaken but I thought the comparison the DS4 was made on the basis on non motion sensing games being controlled by the DS4. So they're not saying the DS4 has better motion sensing, but rather that it's better playing a non motion sensing game on the DS4 than a motion sensing game on Move. Obviously just their opinion though, experiences will vary.

Does the Move have a connection port to enable the attachment of something like wii+?
 
I wasn't reading that closely so I may be mistaken but I thought the comparison the DS4 was made on the basis on non motion sensing games being controlled by the DS4. So they're not saying the DS4 has better motion sensing, but rather that it's better playing a non motion sensing game on the DS4 than a motion sensing game on Move. Obviously just their opinion though, experiences will vary.

Does the Move have a connection port to enable the attachment of something like wii+?
Right I think I read that wrong as well, for some reason because I know DS4 has motion built into it, that the DS4 was better at motion controls than the Move was. When in reality they are likely referring to the controller itself.
 
I wasn't reading that closely so I may be mistaken but I thought the comparison the DS4 was made on the basis on non motion sensing games being controlled by the DS4. So they're not saying the DS4 has better motion sensing, but rather that it's better playing a non motion sensing game on the DS4 than a motion sensing game on Move. Obviously just their opinion though, experiences will vary.

Does the Move have a connection port to enable the attachment of something like wii+?

Hmm it have nunchuck like wii. But it's wireless or not? I forgot.

It also have usb that also works as data cmiiw
 
Move can have issues with the magnetometers, it needs to be calibrated correctly when you first bought them. It's something you will notice when the angular aiming is skewed randomly while positon is rock solid. Occlusion of the ball is the opposite effect, aiming is working but the position drifts.

Games also require some form of calibration.

DS4 and the headset are not relying on magnetometers for the heading reference, so they wouldn't have this calibration issue.
 
Does the Move have a connection port to enable the attachment of something like wii+?

I really don't think it needs one.

Move is accurate, not as accurate as Vive Lighthouse, but still very good and good enough for VR. But because it uses diffusely lit globes—instead of LEDs— it is more prone to interference from environmental lighting than say the HMD. The other issue is how the Dev's program it.

I think what GizzMag are seeing is a combination of both of these factors.
 
Move is accurate, not as accurate as Vive Lighthouse, but still very good and good enough for VR. But because it uses diffusely lit globes—instead of LEDs— it is more prone to interference from environmental lighting than say the HMD.
I guess it's time to lose the disco ball.
 
I guess it's time to lose the disco ball.

The PS3 camera unit only had one camera and I think thats why the sphere was needed, its size corresponds to distance. I'm guessing that wouldn't be needed for PS4 and other arrangements could have been used.

However I don't see Sony releasing an updated Move this generation. It works and they can keep churning them out and use up any old stock.
 
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Is Cinematic Mode working in 120hz? If so, could PS4 be switched in 1080p120 display mode [app can render at whatever fps PS4 can manage] and PU just appluying needed distortion for headset lenses [8.33ms per frame + fisheye processing time]?

I ask about this because if this is the case, there is a potential that users of Cinematic Mode could reap benefits of very small input lag, smaller than is found in vast majority of TV screens. If lag is indeed great when using headset, I wonder if there will be a subset of professional gamers who will chose to play their competitive games from inside the PSVR. :D


Or, PS4 could just work normally in 1080p60 display mode, and PU working aditional work to make that stream presentable inside headset [16.6ms per frame + fisheye processing time + reprojection into 120hz for every other frame]. Still even that could be faster than majority of TV lags.
 
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I ask about this because if this is the case, there is a potential that users of Cinematic Mode could reap benefits of very small input lag, smaller than is found in vast majority of TV screens. If lag is indeed great when using headset, I wonder if there will be a subset of professional gamers who will chose to play their competitive games from inside the PSVR. :D

On the topic of selecting the right gear for professional gaming: professional gaming monitors far out class this device in terms of both refresh rates and latency; they also include other features that assist with black levels etc -- anything that would give a gamer the edge.

That being said, the monitors themselves are approximately the same price point of PSVR -- at times possibly cheaper, at times possibly more expensive - but I don't see professional PS4 gamers playing on PSVR. It's not likely to get support at in person tournaments either. I imagine most will be BenQ.
 
I think the only way the cinema mode would offer a meaningful benefit are in situations where you're comparing it against a very unsuitable TV that buffers a lot of frames on its own (in which case you're better off buying a different TV.)

Aside from that, saving ~8ms due to a faster scan-out clock probably isn't going to be noticeable for abstracted input schemes (integrated motion via analog stick, button->game animation, etc). Even with direct mouse-style input I suspect that most people would have a very difficult time telling the difference between, say, 24ms and 32ms end-to-end latency. And that's assuming that the cinematic mode requires no additional buffering of its own in order to get the game's native framebuffer into an appropriate texture size and format for Sony's VR compositor/formatter.

On top of that you have the huge loss in resolution. A windowed virtual display on any of these HMDs is probably going to be lower than DVD resolution, so your ability to see details in the distance or read smaller UI elements will be pretty negatively impacted.
 
But most Samsung TV is laggy and Samsung is popular right?

I should have bought Sony TV or sticks with local brand "polytron" that have no fancy post process features and super fast, pc monitor fast
 
This is part of the reason I'm holding off buying Move in its current incarnation.
Well, that and the bloody things are huge, and effing ugly. There's no natural way to put them down securely either, they're rod-shaped, so they'll roll around on any surface they lie on. I don't like them, never have. Sony should have re-designed them into something more compact that can fit an analog stick, sort of like valve's solution.
 
Well, that and the bloody things are huge, and effing ugly. There's no natural way to put them down securely either, they're rod-shaped, so they'll roll around on any surface they lie on. I don't like them, never have. Sony should have re-designed them into something more compact that can fit an analog stick, sort of like valve's solution.

I was baffled why they did not chamfer its butt. With round head (light ball), sure it rolls easily. But if they chamfered the butt, it can be put down without rolling as easily
 
Yes it has gyros, accel, and mag sensors. It needs all of them to do 1:1.

The butt must be round for comfort, large hands touch the butt.

It doesn't roll when you put it on a table sideways, the trigger extrudes enough to be stable.
 
The Move should be accurate enough, as that developer says. I think tracking the headset at the same time should actually improve its accuracy as you can model the human upper body and 'snap' to its natural limits. This would also help a little when the camera can't see one of the Moves when you are turned sideways.

So far Move tracking on PS4 only used one camera, so that they kept the other one free for taking snapshots and recording video. Should they need more accuracy there is actually some wiggle room there.

They are heavy but in general pretty nice to hold. There are a lot of things that feel great with them, as many times in games you are actually holding something. I am sure we will eventually see better solutions, but there are millions of Moves out there.

That and the fact that the DS4 tracks so well in space is a nice advantage Sony has here. Especially being able to visualize the DS4 in VR is great.
 
My only issue with Sony's motion controls has been lighting at times has affected the experience, latency has not been an issue. I think Move and DS4 should be perfectly fine for more experiences. I'll add that most of the previews so far have not complained about the motion controls with PSVR, in fact the Gizmag article is the first I've seen to find fault with the tech. I'm not accusing them of click bait but perhaps it was a setup issue.
 
Call me crazy, but with the PS VR on pre-order I picked up the Move controllers already as well. They are very cheap these days.

What puzzles me you only charge them attached to the PS4, with the PS4 fully on. Fortunately I also found the Move charging station.

It is kind of cool you can navigate the PS4 UI by just waving the Move controller.
 
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