Sony VR Headset/Project Morpheus/PlayStation VR

Discussion in 'VR and AR' started by Deleted member 7537, Mar 19, 2014.

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  1. eastmen

    eastmen Legend Subscriber

    I dunno the dev kit can do 75 , 72 and 60 hurts at 2,3ms and full persistence .
     
  2. Rurouni

    Rurouni Veteran

    I don't know about the full/low persistence panel. But from what I see from current phone screen, I never saw anything like the full persistence example showed. I do experienced noticeable enough motion blurring from my old Benq monitor that really annoys me even when just watching movie.
    Maybe if I the usage is very close to the eye, it will show blurring, but I don't think it will be as much as the example above.
     
  3. itsmydamnation

    itsmydamnation Veteran

    you play fast action games at ~80FPS on your phone?
    also is you phone screen running "full persistence" ie is it "switching off" a pixel almost as soon as it fires?

    just because they are using the same tech doesn't mean they are implemented/controlled the same way.
     
  4. baten

    baten Regular

    Why do they split the screen in 2?
    Why dont they use the full screen, 1080p, displaying images alternately for each eye?
     
  5. Cjail

    Cjail Fool Veteran

    Why not!? ;)

    That must be painful.
    Sorry but I could not resist.
     
    Last edited by a moderator: Mar 20, 2014
  6. Billy Idol

    Billy Idol Legend

    Give me a VR Colony Wars!
     
  7. Karamazov

    Karamazov Veteran

    would be cool to have VR cinemas where you would see a 3d representation of the theater, with the movie playing on the screen, and all kind of effects happening in the theater room, like debris of explosions reaching you, destroying the seats, monsters coming out of the screen, etc...
     
  8. Nesh

    Nesh Double Agent Legend

    I think AR glasses are more suitable for this ;)
     
  9. Karamazov

    Karamazov Veteran

    It would be less immersive. Doing this in a cinema would be too expensive but we can imagine some ps4 VR enhanced movies
     
  10. Shifty Geezer

    Shifty Geezer uber-Troll! Moderator Legend

    Everything's better on PC! But this should be compatible anyhow. Maybe it won't get the motion tracking support, although cross-platform games could integrate that into the PC pretty seamlessly I'd imagine.

    I think it'd be capped to 30fps flicker. I don't think these small screens can refresh at 120Hz. Plus active stereoscopic displays have other artefacts. Independent screens is definitely better from an immersion POV. Plus PS4 isn't powerful enough to drive 2 x 1080p anyhow!
     
  11. Shifty Geezer

    Shifty Geezer uber-Troll! Moderator Legend

    EG article mentions, "much of the processing is done by a separate box that sits between the headset and the PS4 with an HDMI in and out."

    Hmmm. Cost increased, experience improved?

    edit (yes, I'm reading the article now):

    The box is either warping for the headset, or unwarping for the TV. I hope the latter!
     
  12. DieH@rd

    DieH@rd Legend

    Yoshida has mentined that DriveClub will not have VR mode. Demo that was made by Evolution worked fine at low speeds, but at high speeds Yoshida experienced problems that made him stop playing [maybe arcade nature of the game, LCD bluring].

    He said that the game was delayed so that team can craft a better product.
     
  13. Cyan

    Cyan orange Legend

    Another comparison, this time from Gamespot.



    It was a good initial contact but it left me wanting more. In your case you tasted the honey without the sting of the bee. I understand why you aren't looking back.

    That's all my experience with 3D on my TV for now. I had Avatar, I was so hyped, bought it for the X360 and it featured quite a few 3D options. But I didn't know better and I missed a key point, I didn't have a 3D TV then. :roll:

    I sold the game because of the disappointment. Not the programmers' fault though. Also a decent game if you ask me.
     
  14. pjbliverpool

    pjbliverpool B3D Scallywag Legend

    Interesting comparisons. I'm relieved to hear that one of the bigger concerns I had over Morpheus isn't present in DK2, i.e. a gap in the visor where you can see the real world - although I'm sure Sony will fix that for retail.

    The FOV also concerns me with Morpheus as a few reports have mentioned it being a tiny bit narrow in so far as it feels like you're looking at the world through helmet visor. DF says the FOV is a little wider on DK2 but other reports rate them about the same.
     
  15. Shifty Geezer

    Shifty Geezer uber-Troll! Moderator Legend

    Duck tape?

    The FOV also concerns me with Morpheus as a few reports have mentioned it being a tiny bit narrow in so far as it feels like you're looking at the world through helmet visor. DF says the FOV is a little wider on DK2 but other reports rate them about the same.[/QUOTE]DK2 = 100 degrees. Should be very little difference. Both will be a little helmety, but the Morpheus a bit moreso.
     
  16. Thinking about it, isn't 90º way too narrow for VR?
    Since we have a total horizontal FOV of about 200º with both eyes, isn't 90º too narrow for a truly immersive experience?

    I use 90º when I'm playing with a 24" monitor that is about 40cm away from my eyes. I imagine that the same FOV for a monitor that is put at 1/10th of that distance could feel too restrictive.
     
  17. DieH@rd

    DieH@rd Legend

    Oculus likes to promote its FOV with diagonal numbers.

    We dont know if Sony is promoting horizontal or diagonal FOV.
     
  18. Shifty Geezer

    Shifty Geezer uber-Troll! Moderator Legend

    No, it just provides a restrictive experience. It's still VR if it's a headtracking stereoscopic display. And much more than 90/100 degrees is nigh impossible/prohibitively expensive. If we wait until 160+ degrees is possible in a consumer level device, VR will be another age in coming.

    It's rare for the first (second, third even in this case) iteration of a new tech to hit the ideals. Video compressed the image. TVs launched with miniscule screens. Audio had a very narrow frequency range compared to a human listener directly hearing the source; heck, early audio wasn't even stereo! We've got to start somewhere with suitable compromises to make a product that can actually get things rolling.
     
  19. V3

    V3 Veteran

    There is InfinitEye. It has 210 degrees fov. Need curve screen to fix some of its visual problem. I was hoping Sony to adapt this solution instead of copying Rift, since Sony do have access to curve screen as well as custom lenses.
     
  20. Daozang

    Daozang Veteran

    Could curved displays help in providing a wider fov?
    Or is the problem entirely different?
     
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