You're not supposed to wear it to the pub!
I dunno the dev kit can do 75 , 72 and 60 hurts at 2,3ms and full persistence .
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...
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.Almost seems as if Killzone's rendering setup was made for this ...
Still feel that PC will be the best place for this, but we'll see.
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!Why do they split the screen in 2?
Why dont they use the full screen, 1080p, displaying images alternately for each eye?
The box is either warping for the headset, or unwarping for the TV. I hope the latter!So immersed, in fact, that it's easy to forget that other people around you may be watching and, thanks to the separate box that feeds a non-distorted view of what you're seeing onto the television screen, witnessing your actions
Another comparison, this time from Gamespot.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!
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.It was a nice implementation which added a good level of depth to the scene - especially considering the very low performance impact. But its certainly not proper 3d with a completely different camera for each eye. While it's passable for 3d gaming on a screen I don't think it'll cut it for VR which needs to feel like a fully 3D world rather than just a 2D scene with added depth.
Duck tape?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.
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.Thinking about it, isn't 90º way too narrow for VR?
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.
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.