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Two console targets for VR titles? Developers will be thrilled...
There's two console targets for all titles. Why would VR be different?
Two console targets for VR titles? Developers will be thrilled...
If I were creating a VR game, I'd completely ignore the XB1 and Scorpio as a waste of money.If I were creating a VR game, I'd completely ignore PS4Pro's specialist functionality as a waste of money.
Because it was supposed to be one target. Now PSVR isn't a single target but two. The console space has been fragmented into XB1, PS4, Scorpio, PS4Pro, PSVR and PSVR Pro. The sequel consoles weren't a problem when they were just running the same game code only faster, but targeting them is requiring more work from the devs for no net gain.
Yes. What difference does that make? Currently devs have been targeting PSVR as a single platform on a single hardware with a potentially sizeable install base. Now they're being asked to split development across two machines, so you have to make two flavours of PSVR games to sell the same number of headsets. That is, is PS4Pro didn't exist and Sony sold 5 million PSVRs, you'd write PS4 code for a potential audience of 5 million. The introduction of 4Pro means that 5 million is now split across two consoles which need specific code. What's in it for the devs?Are you aware that most games/experiences/demos with PSVR are actually PSVR exclusive?
I think you misread/misunderstood what I was saying? What we may have now is PS4Pro only PSVR titles. You can get a PSVR this Christmas in the legitimate belief it'll play all PSVR titles, because PS4 Pro is just a PS4 and isn't getting exclusives, only to find next year a few PS4 Pro only PSVR titles. Or, more likely due to economics, the extra VR features of PS4Pro will go largely unused because there's no reason to spend time optimising for it.I think what we'll have in the end is:
1 - TV-only games
2 - VR-only games
3 - VR-or-TV games.
4 - VR-and-TV games.
5 - TV-only games with spontaneous (non-required) VR mini-games
Currently devs have been targeting PSVR as a single platform on a single hardware with a potentially sizeable install base. Now they're being asked to split development across two machines, so you have to make two flavours of PSVR games to sell the same number of headsets. That is, is PS4Pro didn't exist and Sony sold 5 million PSVRs, you'd write PS4 code for a potential audience of 5 million. The introduction of 4Pro means that 5 million is now split across two consoles which need specific code.
What's in it for the devs?
What we may have now is PS4Pro only PSVR titles.
If they're not, why would they choose to add work?Are PSVR devs forced to make a Pro target? You may have a point if they are, but I haven't seen such statement anywhere.
How does PS4Pro PSVR equate to more sales? If PS4 Pro didn't exist, would those customers not buy PSVR? I'm suggesting we've gone from 5 million PS4 PSVR buyers to 3 million PS4 owners and PS4Pro owners. What's the argument that the total PSVR install base will now be greater, so maybe 3+3 or 4 million thanks to the existence of the Pro and its specific VR enhancements?Sales. Specifically, more sales in console form than PC form, because the former are more profitable. That's ultimately what the Pro is about, according to Sony (either people are willing to believe Sony's statements or not is a whole other story though).
If they're not, why would they choose to add work?
(...)
How does PS4Pro PSVR equate to more sales?
If PS4 Pro didn't exist, would those customers not buy PSVR?
Why would Y not be a portion of X? That makes no sense to me. Before PS4 Pro existed, there were X million people interested in PSVR on PS4. PSVR has been specifically designed and managed to provide a good experience, and all accounts are PSVR is a good experience. 4Pro now adds a bit more to that experience, but how many people are going to be swayed by that option who wouldn't otherwise have been content with PS4 and PSVR? If 4Pro is ten times better, sure, but that seems implausible. If the difference is just the loss of time-warping artefacts in the periphery, are sales really going to increase?Considering PS4 convinces X number of customers, PS4 Pro convinces Y number of customers, Y and X being mutually exclusive and greater than zero.
Because Y is an amount of people who aren't convinced with PS4 + PSVR quality graphics, but are with PS4 Pro + PSVR.Why would Y not be a portion of X?
I will get back to you on this thing next Thursday when I get my PSVR set up at home, but it seems to me that since the render resolution on the PSVR is rather low, aliasing might be a bigger problem than time-warping artifacts.If the difference is just the loss of time-warping artefacts in the periphery, are sales really going to increase?
Supersampling may not be a great idea because there's not that much more (theoretical at least) fillrate and bandwidth in the Pro.Or supersampling.
If I already had a PS4 and could spend 400€ on it this Christmas, I'd definitely go for PSVR instead of the Pro.But some people are going to spend money on PS4 pro instead of PSVR simply because they only have 399 to spare.
By supersampling he meant using a higher resolution on the Pro (like 2x more pixels with similar performance), which is exactly what the Pro is good at based on the Pro games we have seen so far, compared to OG PS4 versions.Supersampling may not be a great idea because there's not that much more (theoretical at least) fillrate and bandwidth in the Pro.
If I already had a PS4 and could spend 400€ on it this Christmas, I'd definitely go for PSVR instead of the Pro.
But if I had only 400€ to spend and no console, I'd go for the Pro.
Me.. I'm probably going to spend ~200€ on upgrading my PS4 to the PS4 Pro (400€ Pro minus 200€ PS4 2nd-hand) and I don't have a 4K TV, I have a PSVR pre-ordered.
By supersampling he meant using a higher resolution on the Pro (like 2x more pixels with similar performance), which is exactly what the Pro is good at based on the Pro games we have seen so far, compared to OG PS4 versions.
So this will dramatically reduce the aliasing seen with the standard PS4 games.