Sony VR Headset/Project Morpheus/PlayStation VR

- VR camera available since late 2013
- very large install base of game rendering hardware [PS4]

Camera can actually go to 240fps, but most likely it will be used in 60 or 120fps mode [DK2 used 60fps].
 
good point... I wonder what is more important for VR, better resolution and exposure at 60? Or better frame rate at 120?
 
What timings for actually keeping the image on screen are needed for 90/120hz modes? 2-3ms?
Found something...
http://www.ledlighting-eetimes.com/...ade-vr-helmet.html?cmp_id=7&news_id=222909784
"The combination of adopting a larger OLED display and optimizing the length of time the screen is lit helps to achieve a projection with reduced motion blur and persistence."

It's not a number but they do add black between frames, at least.

Next, I want to know if it's a global shutter or rolling scan. There are advantages to both, I have no idea what would be better.
 
I think Oculus mentioned 2-3ms screen illumination is optimal for 90hz refresh.
That's cool, I just read that Valve also targets 3ms.

If Sony targets the same brightness, assuming the same oled technology, they have another unique advantage where they can afford 1.3ms to 2ms.
 
The bigger problem Abrash reported in his "iconic" presentation where he first time decribed VR presence was the need of increasing framerate [and lowering the screen persistence duration] as the screen resolution goes up. I guess this Sony's solution for high framerates will possibly solve that problem when PC VR gets in the ~4K per each eye range. Also hopefully by then SuperMHL will be present on new GPUs. :D
 
I guess this Sony's solution for high framerates will possibly solve that problem when PC VR gets in the ~4K per each eye range.

It's not Sony's solution, it's just Sony's name for a solution that exists across all vendors. On the PC it's called Timewarp.
 
The PC will certainly be able to do that once they have 120Hz headsets.

Right now it's called reprojection, which is the name of sony's implementation, it's their solution, it doesn't mean others don't have a similar one, and we don't know how simple or complex their implementation is compared to similar attempts on PC.

Sony is the only vendor to retarget a stable 60 to a stable 120. What other vendors are doing is dealing with the occasional dropped frame.
 
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Occulus have specifically said Timewarp can be used to take any framerate to any framerate (just like re-projection), they just don't recommend it, instead favouring a native framerate thats high enough to achieve presence.
 
It's not Sony's solution, it's just Sony's name for a solution that exists across all vendors. On the PC it's called Timewarp.

We should probably make note here that there's a few different reprojection implementations that have fallen under the umbrella of "timewarp" over the past couple years, and that they're not supported equally among the current platforms (Oculus PC, SteamVR and GearVR.) There's timewarp, asynchronous timewarp, and different forms of reprojection they can use. Plain old 'timewarp' could simply be referring to the post-raster reprojection of the scene that can be done prior to scanout in order to shave off most of the rendering latency. This mode on its own might not even be necessary once rendering times start nearing single digits (it turns out that predicting the position of the head 10ms into the future is surprisingly accurate.) 'Asynchronous timewarp' is the technique where you're able to have your rendering thread be asynchronous with scanout by having a separate reprojection thread ready to handle missed frames. The type of reprojection can either be a simple orientation transform (frame buffer is skewed/translated), or the full translation reprojection which incorporates the zbuffer and does some intelligent fills for areas of the scene that were occluded. My understanding is that currently SteamVR's SDK does not contain any form of reprojection, GearVR is orientation-only async, and the recent Oculus PC SDK update has added the async with translation. Presumably Sony's old 60->120hz method was not doing any sort depth transformation without access to a depth buffer, but it could be now if the full pipeline is handled on the PS4.

There's a surprising amount of literature and references to similar techniques being attempted in the 90s in order to re-use rendering that's been done in past frames. Abrash even mentions in one of his blog posts about Quake, where Carmack had tried to only render entities every other frame and then reuse them in between as a textured quad. I'm guessing the primary reason why most of those early attempts never took off was because they were attempting to fill huge gaps (>50ms) with the interpolated data, where as in VR now we're talking <15ms. A lot of windows start opening up for algorithm optimization/cheating when your sample rates (in this case, frame rates) start approaching certain limits of human perception.
 
What I was trying to argue previously is that a 90hz display would have judder at any frame rate below 90hz. While Sony has a special case where they can do 60 to 120 without judder if they lock at a stable 60.

I'm having a problem with the term timewarp because it's what we called a PAL to NTSC conversion algorithm. :runaway:
 
Oh, I was wrong, they did consider removing everything from the external box, including the DSP.

http://www.4gamer.net/games/251/G025118/20140321014/
"However, these are not the final specification. By mounting the image processor, whether to support the pass-through output it's undetermined. Also, without using the digital sound processor, that is also possible to use PS4 side programmable DSP."
 
from that article
Morpheus is not PS4 exclusive but PS4 is necesarry. Sony also considering bringing it to PC (via PS4 steaming??)

agh google translate giving headache. i wish i can get the romaji
 
They didn't really imply they were considering pc, just that it needs the ps4 to work, they also said something similar about move. They didn't make drivers.

Sony have no good reason to make a PC driver, yet.
 
They didn't really imply they were considering pc, just that it needs the ps4 to work, they also said something similar about move. They didn't make drivers.
At last year's GDC presentation several audience members asked about PC and Sony's identical response to all questions was "we're not ready to discuss other platforms yet". Yet. Hmmm.
 
I'm not sure why anyone would think that Sony would consider releasing PC drivers for Morpheus on PC? What is the business case for it?

It's not a new platform, independent of PS4. It's a PS4 VR peripheral. PC will have Occulus and Vive and about a hundred million more options that will eventually release later on down the line.

I don't even see why anyone would want Morpheus on PC. Spec-wise it's inferior to the Rift and Valve headset. And it's not as if Sony releasing drivers for their headset will mean they will automatically release their first party VR titles on PC too. That's never gonna happen.

It's just seems like a weird thing to ask about or even want.
 
It will greatly help developers (Indie in particular), and and it would suck a lot if you have both PC and PS4 and you need two different VR headsets.

And personally, the only reason for Sony to not support it on PC is if they would sell it below cost for use on PS4 to then recoup the costs in selling content, but even then I expect that someone will likely create a driver for it that works with PC anyway.
 
I'm not sure why anyone would think that Sony would consider releasing PC drivers for Morpheus on PC? What is the business case for it?

It's not a new platform, independent of PS4. It's a PS4 VR peripheral. PC will have Occulus and Vive and about a hundred million more options that will eventually release later on down the line.

I don't even see why anyone would want Morpheus on PC. Spec-wise it's inferior to the Rift and Valve headset. And it's not as if Sony releasing drivers for their headset will mean they will automatically release their first party VR titles on PC too. That's never gonna happen.

It's just seems like a weird thing to ask about or even want.
Why is Morpheus inferior? Last time I checked the specs they all seemed much in line, with each having something better than the other
 
It will greatly help developers (Indie in particular), and and it would suck a lot if you have both PC and PS4 and you need two different VR headsets.

And personally, the only reason for Sony to not support it on PC is if they would sell it below cost for use on PS4 to then recoup the costs in selling content, but even then I expect that someone will likely create a driver for it that works with PC anyway.

It will help devs create VR content for PC that will be sold on Steam and thus Sony will not benefit from financially. I'm still not seeing what is in it for Sony?

There are far more reasons for Sony to not support PC with Morpheus than the converse. Canibalisation of their PS4 platform, potential lost sales for anyone with a PC would could simply buy a Morpheus instead of a Morpheus + PS4... etc etc.

I'd argue that there are probably more reasons for Sony to support Occulus and Vive on PS4 alongside Morpheus, than for Morpheus support on PC. Still I don't see either happening.
 
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