I wrote about this 2 weeks ago now. I told you all that it was on PSVR on parole.
I will watch these more than ever now.
I will watch these more than ever now.
I don't expect it to happen but it would be killer if Sony revisited some of their old 1st person games by porting them over to VR, namely Killzone 2 and Resistance 3 (latter which I have not played but supposedly the campaing is excellent).
You'll still have to physically adjust certain things as eye tracking is just where you're looking at on the inside of the headset
Blood and Truth is another prime candidate.If some PSVR1 games are being remastered for NGVR good chance Iron Man VR will be one of them.
Eye tracking means no adjusting settings yourself right? It will just know.
VR will certainly get a big bump when PSVR2 launches and console VR will be relevant again in a big way. The hardware also seems really excellent.This is something I and others have been saying for a long time too, it'd fit in their AAA hybrid strategy and would be cheaper by a huge factor than build new AAA games. They could fill in some gaps, when there's less stuff releasing and they could also sell those PSVRemasters on flat screens, ideally they'd bring collections like KZ2+3, Resistance trilogy and Motorstorm trilogy to PS5/VR2.
Is it just me, or is this thread mostly optimistic, positive with almost no doom and gloom that VR is a niche and already dead? I remember a time when pretty much any thread about VR was full of such posts, lol, is this because of the Quest or just because I haven't read many VR threads lately?
The news only gets better! Can't wait to see how this turns out.In their personal opinion, the best news from the show was Sony detailing their strategy about heavily pushing for hybrid AAA games (with both flat-screen & VR modes both) going forward. Apparently Sony want the VR mode (in hybrid games) to be more immersive than what people usually associate with flat-screen ports to VR, they should be using the Orb VR controller properly etc.
Is there any available info on haptics used in this manner ? I don't really see how vibrations could help with VR sickness when it's more of a problem about the difference between what your eyes see and what your inner ear perceives. At the moment my understanding is that motion platforms that go along with the movement and acceleration you experience in game are the best thechnological solution to VR sickness, because those actually make your body experience rotation and acceleration even if it's only a fraction of what you see in the game.
capacitive touch sensors for the thumb and index allowing them to know how far the fingers are when they're not touching the controller so they're not just on and off.
I would appreciate it if someone can explain this part to me like I'm 5
I would appreciate it if someone can explain this part to me like I'm 5
It can tell the position of your fingers even when not in physical contact with the controller.
Gotcha!A bunch of sensors that sense touch will be on the controller and if you lift a finger the lack of touch in that area will register that finger being up, etc. They will have varying sensors down the controller so as each length of your finger begins to grip the controller it'll read that and adjust in real time.
Noticed this too, hope it stays like this.Is it just me, or is this thread mostly optimistic, positive with almost no doom and gloom that VR is a niche and already dead? I remember a time when pretty much any thread about VR was full of such posts, lol, is this because of the Quest or just because I haven't read many VR threads lately?
If some PSVR1 games are being remastered for NGVR good chance Iron Man VR will be one of them.
A resolution bump, SSD load times and cutting out the camera would do wonders for that game.
Ugh, those loading times...
You need to read about galvanic vestibular stimulation - whether it can be done with haptics/vibration instead of electrical impulses in the mastoid bones, I don't know, but it breaks the disconnection between what your eyes see, and what your vestibular system senses. Of course it could also be used to put you on the vomit comet, so don't play anything made in Dreams VR until somebody else has had a go.
That probably is still the best solution.I don't really see how vibrations could help with VR sickness when it's more of a problem about the difference between what your eyes see and what your inner ear perceives. At the moment my understanding is that motion platforms that go along with the movement and acceleration you experience in game are the best thechnological solution to VR sickness, because those actually make your body experience rotation and acceleration even if it's only a fraction of what you see in the game.
I think it's gotten better over the last year or so. A lot more interest and optimism.Is it just me, or is this thread mostly optimistic, positive with almost no doom and gloom that VR is a niche and already dead? I remember a time when pretty much any thread about VR was full of such posts, lol, is this because of the Quest or just because I haven't read many VR threads lately?
It's a small early study from last year.
But it does seemingly show certain types of haptics can help.
I guess these features are better than Oculus Quest 2, right ?
Eye tracked dynamic foveated rendering is THE game changer.
If this is implemented correctly, VR games could have two to five times the graphic fidelity of flat screen games.
Hell, if the resolution of the displays is high enough even playing a game in VR on a projected flat screen in front of you could look better than playing on a physical display using this tech.
It's a got a variety of features only found in the most expensive models or not at all with things like HDR.
Eye-tracking (new game design opportunities) & foveated rendering (increasing rendering performance) is essentially the foundation for the 2nd generation of VR headsets. This puts the PSVR2 on a completely different level than the Valve Index. The PSVR2 is the first consumer VR headset 'announced' (leaked) to feature it essentially. The $1400 Vive Pro Eye released last year does have it but it's aimed at enterprise (and games aren't being designed around it currently). Of course, having eye-tracking is not binary, there's also the precision aspect which we don't know anything about (Vive Pro Eye is definitely a 'first-attempt' in this regard).
The Valve Index does feature a wider field-of-view (120~130 vs 110) but we will have to look at the final product design of the PSVR2 to see if the trade-off is worth it (it might be considerably smaller, it might also be much better for long-term comfort where the PSVR1 still dominates).
The Valve Index has a very involved controller where you can strap-in your hands (not very pass-around friendly in this regard) so you can "let go" of the grip (to simulate real life a bit) but the PSVR2 controllers (like the DualSense) has the totally unique Adaptive triggers. Both have haptics.
Price wise I suspect the PSVR2 to cost half or less of what the Valve Index costs and I suspect it's going to be way more durable as well (Valve VR hardware is unfortunately well known to be fidgety).
Valve Index has great built-in headphones. We don't know anything about the PSVR2 in this regard... I personally detest earbuds like they currently do for PSVR1. The PS5 Tempest audio engine should be great for VR.
PSVR2 has considerably higher screen resolution (2000 x 2040 per eye vs 1400 x 1600 on Valve Index) and the PSVR2 uses OLED instead of LCD like Valve Index. The Index does actually have two separate screens (and not a split single screen) which means IPD adjustment can be done in hardware (though again, on the PSVR2 this might be automatic thanks to eye-tracking). Both headsets support 120hz. The PSVR2 also supports HDR.
PSVR2 requires no external sensors. Valve Index requires two lighthouse emitters to be installed in opposite sides of your room and for them to be connected to an electrical outlet.
PSVR2 has haptics (or rumble, for reducing motion-sickness) built-into the headset. This is another first.
Wireless would have been great but it would add $150~$200 to the price (and I'm guessing it would increase Sony's support traffic by 3x). Let's see if that becomes an option. More importantly though, the PSVR2 baseline does feature eye-tracking which has a huge impact on performance and opens up for a ton of new game design opportunities.
Analogous to VRS, there's always opportunities for improving rendering-performance by not having linear-resolution distribution over your screen.I was trying to figure out what it could possibly be without involving eye tracking and couldn't come up with anything.
Parity's already been kind of possible on 'current-gen' hw - at least in terms of pixel-throughput. If you have a 'good' lens-matching optimized renderer, pixel-load is the same, or slightly lower than flat-screen requirement for 'screen optimal' IQ/clarity.Even parity will be a big step - and for a lot of people, OLED+HDR might make it better than their TV
It should be a slam dunk for GPU throughput, of course CPU/framerate/etc. will still remain a challenge, but just the fact all hw will have the needed features 'and' additional benefits from EyeTracking...If 2022-tech can go beyond flat-TV quality, that'd be super exciting, but let's see if we get details on how much performance they're saving with the eye tracking here.
Tracking implementation has no impact on BC whatsoever (other than games likely performing/behaving 'better' due to more accurate tracking). Games are completely agnostic of 'how' tracking is performed.We don't yet know these two things:
-Is the dual sense VR trackable?
-Will the PSVR2 use a camera or inside out tracking?
We're still going to a ways off from having perfect eye-tracked foveated rendering. If you want maximum gains, it needs to be as tightly optimized as possible, implemented in a raytracing pipeline, and used on headsets with an extremely wide (>180) FoV.Eye tracked dynamic foveated rendering is THE game changer.
If this is implemented correctly, VR games could have two to five times the graphic fidelity of flat screen games.
Hell, if the resolution of the displays is high enough even playing a game in VR on a projected flat screen in front of you could look better than playing on a physical display using this tech.
Analogous to VRS, there's always opportunities for improving rendering-performance by not having linear-resolution distribution over your screen.
In VR - that's a 'requirement' because of lens-distortion, and at least on PC, the majority of software simply brute-forces it by rendering everything much higher res, but that's just the most inefficient way of going about it. Point being - even with no eye-tracking it's 'very' helpful (on the order of 2x-3x improvement).
Parity's already been kind of possible on 'current-gen' hw - at least in terms of pixel-throughput. If you have a 'good' lens-matching optimized renderer, pixel-load is the same, or slightly lower than flat-screen requirement for 'screen optimal' IQ/clarity.
There's the caveat of higher-fps, but for the most popular VR devices, the barrier of entry has already been lowered to 60 or very close to it.
The real reason parity didn't happen is lack of decent hw-support for aforementioned lens-matching optimizations. PC had an absurdly low penetration of GPUs that accelerate anything, and those that did fragment into 3-4 different mutually incompatible implementation paths.
PSVR had support on PS4Pro, but base-model was stuck without any - while a lot of software did 'some' things there, it was a mixed bag at best, and very rarely approaching optimal setup.
Dedicated HMDs mostly had the worst featured GPU hw - until Quest. But while Quest titles do well with maximizing lens-matched optimizations, they have no 'flat-screen' alternatives - so it's a moot point ;)
I mean - hw will remain capable(60fps content can run on 120hz refresh displaying frames twice), if Sony decides against allowing it though... that's always possible I guess.It was mentioned in the stream last night that the screen supports 90 and 120 hz native, the suggestion seemed to be that 60hz reprojected to 120 would be a thing of the past. But maybe that was just their own read on it.
God I fucking hope so. That game was held back sooooooo much by PSVR. No other PSVR game felt held back like Iron Man. I hope it gets a remaster and a full sequel.If some PSVR1 games are being remastered for NGVR good chance Iron Man VR will be one of them.
More so than the specs, I hope it can somehow provide enough tracking options to let you have this kind of tracking (full body, face, etc) :
I didn't play Iron Man, but for me the title that felt "god this is held back like hell" was Blood & Truth. Both from GPU grunt and especially from the Moves and tracking issues.God I fucking hope so. That game was held back sooooooo much by PSVR. No other PSVR game felt held back like Iron Man. I hope it gets a remaster and a full sequel.
I'll be surprised if they'll prevent 60fps games on PSVR2, as the main goal seems to be to have as many AAA titles be fully playable in VR.I mean - hw will remain capable(60fps content can run on 120hz refresh displaying frames twice), if Sony decides against allowing it though... that's always possible I guess.
But yea - that'll eat some resources if it's mandated, particularly since CPU overhead is a problem going up to 120hz, even on these consoles.
I could sort of see the rationale trying to differentiate away from 'lower-fidelity' of standalone HMDs. Both AAA cross-play 'and' higher targets for framerate / fidelity play into that. But as you say - it's a double edged sword as you might lose out on some titles as result - hard to say.I'll be surprised if they'll prevent 60fps games on PSVR2, as the main goal seems to be to have as many AAA titles be fully playable in VR.
At least the connection port will now be an ordinary USB C.If someone could make some software to make this work on the PC I'd get it in a heartbeat
...we are getting eye-tracking with PSVR2. It's slowly settling in. Really curious to see the tracking precision.https://uploadvr.com/ps5-vr-headset-hdr-oled-aaa
Was this linked here? UploadVR (they leaked the initial PSVR2 details about foveated rendering and the resolution) can independently confirm the existence of August 3rd's PSVR2 dev summit, which leads major credence to the rest of the reported details.
...we are getting eye-tracking with PSVR2. It's slowly settling in. Really curious to see the tracking precision.
Here's a cool demo someone made using the Vive Pro Eye (which released to the enterprise market on June 2019) :
It's cool to see the tracking detect the user's pupils expanding when he turns off the light in the virtual environment.
It should be fine if they don't abuse it. Like, when driving a car, you feel some slight revving of the engine or wind simulated via rumble against your face, but not the jarring impact of any crashes.Honestly I'm not sure how I feel about having haptics on my frickin face.
It should be fine if they don't abuse it. Like, when driving a car, you feel some slight revving of the engine or wind simulated via rumble against your face, but not the jarring impact of any crashes.
...we are getting eye-tracking with PSVR2. It's slowly settling in. Really curious to see the tracking precision.
Here's a cool demo someone made using the Vive Pro Eye (which released to the enterprise market on June 2019) :
It's cool to see the tracking detect the user's pupils expanding when he turns off the light in the virtual environment.
Sony want to move away from "VR experiences" and concentrate on AAA games with an aim to make hybrid games that are playable in both flat screen and VR. When those titles launch you can even select which version you want to download.