That's a little too harsh I think. PS4 is around 10x PS3 horsepower, it should be capable to extract more visual performance in its VR games.
Plus devs now for the first time have a great interest in creating 3D rendering pipelines that are fast and efficient.
In case it turns out to be the next big thing. Technology has always withheld VR adoption because the experience has been poor. We're getting to the point where the technology is now an enabler, which means it'll be down to the consumers to decide if it's importnat or not. If they do, you really want to be at the forefront of the new market. If they don't, it's just another R&D expense.Any guesses on the R&D cost associated with moving in this direction both in terms of capital and potential overhead from a planning and project management perspective? I ask bc while VR is interesting to me the additional resource allocation is a very real concern. Why are they continuing to pursue big risky plays in this space when there is little evidence to suggest VR will be widely adopted?
That might be unfair. OR was a public campaign because it was publicly funded. Companies like Sony can't go waving their R&D in public in case of giving away ideas to the competition. Reportedly they've been working on this for 3 years, and I'm sure they've dabbled with the idea before. They may have got some ideas from OR, but that's the problem with revealing your unfinished ideas - you leave yourself wide open to copycat products, unless you have a watertight patent situation. Which is why Sony et al don't say what they're working on until they're ready to as based on their evaluation of the competition.I was kind of hoping Occulus Rift would beat Sony and Microsoft to market and get the lions share, because they're the ones that have brought people back around to VR again. All the press the last couple years, and the big kickstarter campaign. But it's hard to compete with the giants.
Yep. It's exactly the same requirements as rendering a stereoscopic game, so the same possible solutions and workarounds and costs. For true immersion, anything less than fully dual rendered images might be unacceptable.Is VR really that much more demanding? I would have thought there'd be some drop off, but not that big. I guess you have to render two different views like you would 3D?
I don't think Carmack's statement negates the fact that the PS4 would be capable of running games in 3D, 1080/60 and also have better graphics.
He's just saying that a game that ran at 60fps on PS3 will run at 1080p/60 in 3D with AA on PS4.
PS4-only games are not included in that statement, and we've already seen that PS4 is a lot more capable than just running PS3 games at 1080p/60/AA.
That's how I read it anyway.
See my post above. Realistically the workload for a VR PS4 game is 720p60 * 2. I think Carmack's very wrong on this.VR requires two 1080P streams though right? This is 4.5X the pixels as 720P. Then throw in some MSAA (I assume Carmack thinks this is necessary for immersion). He also throws in the low latency caveat, which implies to me it must hold very tight to 60 FPS and not deviate, so that's another tough performance demand beyond a soft 60 FPS.
And if 60 FPS is a necessity, then a 30 FPS PS3 game would indeed get you to that 10X in performance needed.
VR requires two 1080P streams though right?
Or more like rendering dual 720p screens. So think PS4 rendering 720p at 60 fps - I can't see why something of the order of Infamous 3 won't be doable in VR.
Carmack tweets
I’ve tried to think up of some more alternative ways of displaying games with using a 1920x1080 screen split into two...
As stated above, devs could duplicate (or give some reprojection) to one of the views, so the game only need render once at 960x1080. I can imagine Crytek doing this.
This for me is going to be the make-or-break for VR. What games are actually going to work? Are people going to get motion sickness (worse) with some game types like over-the-shoulder cameras? Seeing people try 3D and dislike it, VR is going to face the same problems, perhaps moreso. So at the end of the day, even a perfect VR solution may fail to be popular, because people just may not like it. But I'm sure there'll be core gamers placing racers and the odd FPS that'll take to it no matter what.Time to port the PS3 portfolio. Should be really decent with affordable MSAA there.
(God of War III remade for 3D :O )
Nope. Worst case would be 2x the workload. Reality should be less than that.Maybe there's an overhead for rendering two different points of view, but it shouldn't be all that much.
It Patsu's correct and PS4's original price target was lower than it released at, and if this thing isn't too expensive (screen + optics. No large ASIC?), maybe we'll be looking at a £400 VR system come Christmas? That could actually be really big with at least a year of strong 'gimmick' sales until we learn whether VR is a real thing or not.
This for me is going to be the make-or-break for VR. What games are actually going to work? Are people going to get motion sickness (worse) with some game types like over-the-shoulder cameras? Seeing people try 3D and dislike it, VR is going to face the same problems, perhaps moreso. So at the end of the day, even a perfect VR solution may fail to be popular, because people just may not like it. But I'm sure there'll be core gamers placing racers and the odd FPS that'll take to it no matter what.