Sony VR Headset/Project Morpheus/PlayStation VR

The small plastic box have no vents, so no fan and not even convection. It can't be any substantial amount of silicon. They also removed the interpolator. The only graphics part left is necessary to unwarps the image for the tv, there's no second hdmi. What remains is the dsp which we kmow nothing about yet. It could be a simple thing since they didn't even consider removing it.
 
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Why not just mix it properly to stereo in the first place though? Taking a pre-processed 7.1 mix, adding some low-pass filters and mixing down to stereo isn't really offloading anything from the PS4, it's just adding a half-baked HRTF stage after already doing the main spatialization heavy lifting on the PS4.
The game is rendering 7.1 or 5.1. It probably isn't performing super accurate spacial modelling for a stereo headphone mixdown (no point seeing as few game with headphones). If it were, that'd add to the processing requirements of the audio. Moving that to a cheap little DSP in the break-out box where every user is going to be wearing a stereo headset makes a lot of sense, saving the console from extra processing and allowing custom silicon that'll do a better job much more efficiently.
 
The game is rendering 7.1 or 5.1. It probably isn't performing super accurate spacial modelling for a stereo headphone mixdown (no point seeing as few game with headphones). If it were, that'd add to the processing requirements of the audio. Moving that to a cheap little DSP in the break-out box where every user is going to be wearing a stereo headset makes a lot of sense, saving the console from extra processing and allowing custom silicon that'll do a better job much more efficiently.

The only place where there is room to perform super accurate spatial modelling is when you have access to the raw sound samples, scene geometry, and vectors to calculate the appropriate reflections, reverb, attenuation, diffraction, occlusion, etc and apply your HRTF to it. If all you've got to work with is a wet mix of 7 channels, then your hands are pretty tied with what you can do with it. The only reason why 7.1 -> 2 headphone virtual surround solutions exist in the first place is in order to take traditional media/content/games that are built for 5.1/7.1 and give something that's better than nothing. With VR though we're talking about content that can be specifically built for headphone output from the outset and no matter how you cut it, 99% of the sound processing is having to occur at the application level anyways. Only reason I could see it making any sense is if they're wanting to retain the discrete speaker channels in order to either support users wanting surround sound systems, or support both headphones and surround simultaneously for the sake of the social/shared experience (this might actually be a reasonable compromise for the sake of the living room/console experience.)
 
I mean option to the ownership of PS4. You'll have some PS4 owners with the camera (the fools!) and some without. Bundling the camera with the headset would be a waste for those who own it, but a potential missing requirement for those who do.

I think this is the first time I've seen you argue that a BOM is higher than the rest of us! Usually we're saying Kinect or Hololens or whatever is expensive and you're saying it's $50. ;)

I think $300 at least because VR can charge a premium. That's £200, so £250 with VAT etc. That's not astronomical for a bleeding-edge, totally new and unique experience.

Incidentally I've no idea what the BOM would be and how limiting. I don't know what the panel costs or how high-speed displays are obtained. If they need their own production run and aren't 60 fps panels with some electronic steroids, the cost must be a lot higher. Break out box and frame interpolator hardware will be less than Kinect's internals I reckon (small ASIC).
I dont' see too many 120hz 1080p oled 5 to 6 inch panels.
 
Gpu work such as amd's true audio?

Edit: details details details lol.
Sorry, that's all I could find. I'm sure I heard Sony mention an actual audio processor at some point but I can't any reference to this so have misremembered what they said which may have been about the video processor in the external box. And all that said is Sony developed 3D audio positioning system. Whether that's software, hardware or a mix, they've not said clarified.

I dont' see too many 120hz 1080p oled 5 to 6 inch panels.
That's because there is no need for them. Panel makers aren't going to mass produce, or engineer and produce at all, a type of panel nobody has any applications for. In OLED technology, faster switching is a case of better materials and faster electronics.
 
Anandtech - PS4 Spec Update: Audio DSP Is Based On AMD’s TrueAudio


2378882-1438813448-bbchs.png


[ Dominic Mallinson is Vice President of R&D at Sony Computer Entertainment America ]

With TrueAudio block being present in PS4 APU, I see no reason for Moprpheus external box having any audio processing capabilities. IMO, it's just a dumb video splitter for making non-distorted video feed for HDTVs and nothing more.
 
Anandtech - PS4 Spec Update: Audio DSP Is Based On AMD’s TrueAudio


2378882-1438813448-bbchs.png


[ Dominic Mallinson is Vice President of R&D at Sony Computer Entertainment America ]

With TrueAudio block being present in PS4 APU, I see no reason for Moprpheus external box having any audio processing capabilities. IMO, it's just a dumb video splitter for making non-distorted video feed for HDTVs and nothing more.
I'd really like to read about how or whether devs are using TrueAudio (whether they have access to it at all, or what features are enabled for their use throught the OS)
 
We know it can decode 300 mp3 streams, I don't think anyone ever disclosed or leaked more than that.

I wonder if the wording "it's based on trueaudio" and "it has trueaudio technology" could be like when journalists said the wiiu cpu is the same as IBM watson because "it has powerpc technology".
 
Question...

What's stopping Sony from using some sort of Freesync/G-sync-like tech in Morpheus? Surely then the whole framerate issue would be much, much easier to handle.

May have been covered in this thread already.
 
I dont' see too many 120hz 1080p oled 5 to 6 inch panels.
Do you see many 90hz square 3 inch panels at a weird resolution of 1200x1080?

A 1440p phablet screen have the same pixel clock as morpheus. Less lines to fill means a faster refresh speed all else being equal.

Phablets are aiming for ludicrous resolution, the pixel pitch makes them expensive. At 1080p on a 5.7 screen, morpheus should have better yield.

I am guessing $50 in 2016, based on the note4 being $66 with it's additional touch circuitry. How much do you estimate the screen?
 
Question...

What's stopping Sony from using some sort of Freesync/G-sync-like tech in Morpheus? Surely then the whole framerate issue would be much, much easier to handle.

May have been covered in this thread already.

Framerate here serves latency most of all - if the display follows your head-movements, then the speed at which what your eyes see follows your head movement should be low latency and constant, or it will make you puke, basically.
 
Framerate here serves latency most of all - if the display follows your head-movements, then the speed at which what your eyes see follows your head movement should be low latency and constant, or it will make you puke, basically.
I know that, but the way I understand it, adaptive v-sync would be very helpful in those instances where you get a drop to, say, 55fps or anything that doesn't quite touch 60fps. Even more so when aiming for 120fps.
I simply do not believe that everything running on Morpheus will be 100% of the time at 60/120fps. There's almost always a drop here and there, which is what adaptive V-sync was created to alleviate.
 
I know that, but the way I understand it, adaptive v-sync would be very helpful in those instances where you get a drop to, say, 55fps or anything that doesn't quite touch 60fps. Even more so when aiming for 120fps.
I simply do not believe that everything running on Morpheus will be 100% of the time at 60/120fps. There's almost always a drop here and there, which is what adaptive V-sync was created to alleviate.

The re-projection is able to fill in those gaps, it's not purely for 60->120. It can basically ensure that whatever your real framerate is, you will always get a unique frame on every display refresh based on the latest position of your head.
 
The current rifts your able to purchase used off the shelf parts to keep the price down. Sony will have to custom make their screen and their chips for the stuff. I doubt it will come in at $200.
How much do you think the sony custom screen will cost?
And how much for the small processor?
 
The current rifts your able to purchase used off the shelf parts to keep the price down. Sony will have to custom make their screen and their chips for the stuff. I doubt it will come in at $200.
Yet you reckoned MS's BOM for Hololens and Kinect 2 were kept low despite being insanely commodity parts? You're completely contradictory on this. Even if the screen costs $100, why would the whole headset be over $200 BOM?
 
Yet you reckoned MS's BOM for Hololens and Kinect 2 were kept low despite being insanely commodity parts? You're completely contradictory on this. Even if the screen costs $100, why would the whole headset be over $200 BOM?
There are other vr helmets with similar tech on the market. Guess we will know the cost in a year when it cimes out
 
There are no VR helmets on the market. There are non-final devkits.

Morpheus have many unique hardware and business aspects compared to competitors:
- 120Hz refresh
- single 5.7" RGB panel
- outboard processor
- stereo camera for tracking
- tracking camera is also 120Hz
- visible light tracking
- controllers use a single led source for tracking
- the standard gamepad is trackable
- VR controller available since 2010
- the only VR on consoles, and no market overlap with competitors
- first party studios support with AAA games
- walled garden provides quality control
- fixed hardware provides absolute performance target and testability
- monetization on console is very different from open platforms like PC or android
 
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