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>"If you just talk about the high-end quality, yes,
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>"If you just talk about the high-end quality, yes, I would admit that Oculus may have better VR," says Ito. "However, it requires a very expensive and very fast PC. The biggest advantage for Sony is our headset works with PS4. It’s more for everyday use, so it has to be easy to use and it has to be affordable. This is not for the person who uses a high-end PC. It’s for the mass market."

polygon.com/2016/3/9/11174194/the-making-of-playstation-vr

How much would you pay for a Supercharged Oculous?
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>>330470619

Zero because no PC support and no porn.
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>>330471261
>never before in history has a proprietary device worked on things it was not meant to support within 6 months of people making software to run it
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>>330471357

So in the end it will be another Vive or Rift with inferior hardware and driver support?

I rather wait second gen vive, rift or any other cheaper third party rival who actually focus on PC.
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Why do both Rift and Vive have a lower resolution than PSVR?
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>>330471741
>PlayStation VR features a smaller field of view and lower-resolution screen than the Rift and Vive,

lol que?
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>>330471996
Oh what the hell. Looks like the comparison chart I looked at used the resolution for a single eye for Rift and Vive, but the total resolution for PSVR.
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>>330472823

Vive/Rift is 4k, PSVR is 1080p
PSVR is 120hz but I doubt it really matter unless they make the games looks like PS2 games or just a small sandbox with low triangles on some parts.
Vive/Rift is 90hz I heard.

Still waiting for next gen, I ain't gonna be a beta tester for their first product.
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>tfw you have a high end PC

I might check out the Morpheus anyway if there are some interesting titles. But of course it won't be nearly as immersive as true PC VR.
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>>330470619
He's completely right.

The cost all-in for something like the Oculus or the Vive is ~$1,500.

Still don't give a shit about Sony's offering.

Call me in 10 years when the games are no longer glorified tech demos and the cost has come down.
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>>330473730

I doubt a 4k display and a irtrack of Rift cost more than $1k.

People already can created a DIY freetrack only with a cap, 3 LEDs and a $15 webcam.
Meanwhile the consumer version of its cost $99.
There is no way a 4k Display with a mere lens cost $900 in production since you can get a 2k 441ppi chink android smartphone in under $250

With two of these you already got a fully functioning VR headset with head positional tracking.
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>>330470619
>linking polygon

When will they learn?
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>>330473061
>PSVR is 120hz but I doubt it really matter unless they make the games looks like PS2 games
They use some method to cheat it, like reprojection. They have a game running at 60 but they repeat frames only slightly modified to trick you into thinking it's 120hz. It doesn't work very well from what I've heard.
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>>330474379
I'm talking more about the cost of the PC+the headset to the consumer.

Just looking at Steam charts, most people aren't VR ready.

They claim that a 970 is VR ready but I can't think of any decent-looking game released in the last year or two that a 970 can run @ 1080p/90fps x 2.

Basically, you need a monster rig if you want to play something that isn't a bare-bones tech demo or a mod for older games.
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>>330474750
> but I can't think of any decent-looking game released in the last year or two that a 970 can run @ 1080p/90fps x 2.

Seeing I'll be playing it for porn game I pretty much don't care about latest AAA games.
Unless they make the VR game on teatime engine, than not even a Dual 980ti can be ready for VR.
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>>330473061
1080x1200 per eye is far from 4K, if anything it is not even 1440.

It's like strapping 2 1080 monitors to your face.
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>>330474750
Games along the line of Half Life 2 would be ok for most people to run I think. Stuff like Elite: Dangerous and the like aren't that intensive either. To be honest, the only game I really want in VR is Mount and Blade.
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>>330474668
>They have a game running at 60 but they repeat frames only slightly modified to trick you into thinking it's 120hz

I heard something similar like this before.

https://www.youtube.com/watch?v=AOlMFn80tC0
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Even when people can afford all of the accessories and hardware, there still isn't any noteworthy games for VR.

Once we get Bloodbourne VR, people might be willing for fork over several paychecks.
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>>330474668
They use interpolation, no?
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My prediction is that PSVR will sell more than the other two combined and every VR game will use PSVR spec as target.
PC gamers will spend their days crying about consoles holding back gaming and their nights trying to convince themselves that it was worth it to pay $1000 more to play console games at higher resolution and framerate.
In other words business as usual.
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>>330475350
Yes? Maybe? I don't know how to computer.
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>>330475151

yeah, it was 1080x1200 for each eyes, I was reading a shit article.
So basically its near straight 2k screen split with lines
But the PSVR also just a single 1080p screen split with lines in the middle.
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>>330474668
It could work well, but native 90Hz would be better in most cases as you do not get any artifacts.

I don't know how noticeable artifacts would be bumping from 60Hz to 120 and that is assuming PS4 maintains a solid 60.
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>>330474668
PSVR can run in 3 modes
120hz game at 120hz
90hz game at 90hz
60hz game reprojected up to 120hz.

the reprojection duplicates every frame but updates the duplicate with the latest headtracking data.
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>>330475558
The way I understand it, the thing they use is basically the same thing Carmack calls asynchronous time warp, only that they use it for every other frame, not only as a stopgap measure when they drop one.
https://developer.oculus.com/blog/asynchronous-timewarp-examined/
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>>330475931
It will be interesting to see what they will push for the most.

I doubt most would consider 120Hz and 90Hz route as they would have to sacrifice a lot to achieve that target.

60Hz reprojected to 120Hz sounds like what most devs might target. But they will have to work around its limitations to ensure the game runs smoothly without any noticeable artifacts.

I haven't tried PSVR myself, but I have read of people saying that the scene looks blurrier than usual when moving your head around with reprojection.
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>>330476719
>I haven't tried PSVR myself, but I have read of people saying that the scene looks blurrier than usual when moving your head around with reprojection.

Because reprojection isn't meant for fast camera movements. It would cause massive artifacting. So unless you're going to do something with slow ass camera movements or a fixed camera for an "Experience" you're not gonna want to use it.That's why sony put emphasis on native 90 and why PSVR is shit.
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>>330477302
>So unless you're going to do something with slow ass camera movements or a fixed camera
You can't enforce either of those.
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>>330475350
not interpolation, interpolation makes a guess based on data you have and knowledge about the model you are fitting.

repreojection/timewarp grabs the last render and your head position then transforms it by applying an appropriate rotation and translation.

The problem is that there usually are hidden details that are not rendered so you have to do something about them like fill them with the same colour/pattern.

Just have a look at this video it explains much better.
https://www.youtube.com/watch?v=WvtEXMlQQtI
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>>330477647
>so you have to do something about them like fill them with the same colour/pattern
Wouldn't that technically be a type of interpolation?
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>>330476719

After they announced it was gonna use reprojection for 60 frames, they go ahead and present shit like this. The OR and Vive put it at 90 and use reprojection for small drops not the entire half of the frames since they know the other experience is shit and has too many annoying drawbacks to deal with. You think they wouldn't want to include all those low end pcs and use reprojection to fill in 60 frames? It's not something new.

Either way sony will prob make a bunch of native 90 games and maybe a few 60 to 120 reprojected
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>>330470619
>Pkek on suicide watch
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>>330475283
>Third person VR
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>>330470619
Everything i've seen and heard about sony's is making it look like all their other peripherals
which means it'll cost more than it's worth, have next to zero software support, it'll hardly work, and be dead in the water a year later
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>>330479316
What's the problem?
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>>330473730
Yeah, but a large part of that investment is a PC that can be used for a billion other tasks, and do it extremely well.

Much like console kiddies that think their consoles are cheaper, posting remarks from a $1200 Macbook, everyone needs a computer.
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>>330480508
>said when this website has been flooded with mobile posters
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I don't want to buy one of these things. I just want to try it for a couple hours for Ace Combat 7
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>>330480883

Go to arcade, oh wait.
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Don't buy into the hype, Sony peripherals are never supported long enough to justify their prices.
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>>330481086

>Buy them at bargain bin prices 2 years later
Seems like a win.
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Will this be a thing?
Since arcade is pretty much dead.

https://www.youtube.com/watch?v=cML814JD09g
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>>330481192
>2 years
>buying closed source outdated hardware

I mean, you could buy something far superior and might be far cheaper than current rift 2 years later.
Also PC hardware will be far superior because of mature Vulkan/DX12 development.
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>>330481193
I have no idea, but I like the concept a lot.
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>>330475169
They have to optimize it for vr tho, or elese it will look like shit, and i mean real shit, unplayable shit. And that optimization is not so easy. Its not realistic to think you will be able to play old games with vr
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>>330483393

there is one modding group who activally mods all old game to be compatible with VR.

The last time they were modding DE:HR
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>>330483393

https://www.youtube.com/watch?v=Whb2WzFQsvU
Thread replies: 48
Thread images: 7

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