The thought of playing a AAA first-party Sony title in VR is mouth-watering.
I was on board anyway, but holy shit, these rumors are too good to be true.
I was on board anyway, but holy shit, these rumors are too good to be true.
Tobii eye tracker is in that range, but the economics are very different for a third party accessory vs a first party expecting to sell 10 million headsets. It's a lot easier to recoup very extensive R & D costs with an extensive marketbase.These features would make it far too expensive for a console VR headset:
Eye tracking by itself would add like $200 to the pricetag, and high resolution OLED screens are still quite expensive especially in small cell-phone-screen-sized form factors.
- Will use Fresnel OLED screens with a 2000x2040 resolution per eye
- HDR display
- Uses Flexible Scaling Resolution in addition to Foveated Rendering which used in conjunction with eye tracking both which aims to scale resolution based upon the user's concentrated view and reduces the strains on PS5 resources
Yes...and it won't be that small. Even if for some reason PSVR2 was only as big as PSVR1, it would still be millions of potential customers. Quest 2 is getting big, but a lot of their games are still being ported to PCVR because that's still hundreds of thousands more potential sales for a basic port.
And the hybrid concept is a workaround that will enable PSVR2 to get AAA games that the Quest/standalones won't be able to get.
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.
John Carmack went into detail in it once - he said they worked hard on it and it was one of their biggest priorities, but concluded in the end that to solve the problem of VR sickness would require a medical breakthrough. They implemented the bits they could do - higher refresh rate, lower latency, better head tracking, and software solutions.
Do you know what year this talk was from? I imagine it was one of his annual Connect talks so I could find it if I knew the year.John Carmack went into detail in it once - he said they worked hard on it and it was one of their biggest priorities, but concluded in the end that to solve the problem of VR sickness would require a medical breakthrough. They implemented the bits they could do - higher refresh rate, lower latency, better head tracking, and software solutions.
They definitely will. Not to mention the plethora of solid VR games that already exist on Quest/PCVR that can be ported.
Honestly, this sort of gives me pause for buying a PSVR2, even as a PSVR1 owner. The industry seems to be moving to Quest/standalone in terms of software output. Is it going to be worth it for devs to port to the (initially small) PS5 ∩ PSVR2 user base?
For whatever it's worth, I think Hitman 3 is a good example of how it can work. A third person stealth game that was converted into a full first person VR game with motion controls and physics stuff you'd expect from a VR game. In Hitman's case in particular what hurts it the most is being limited to the DualShock 4, but assuming that's no longer going to be an issue with PSVR2, I think it would've worked out amazingly.The hardware sounds pretty great, as expected. This bit has me a little nervous though.
While some games this can work well (Tetris Effect) other games are near impossible to replicate the cool or engaging features of the gameplay (Iron Man VR, Half Life Alyx, Gorilla Tag, etc etc). I trust devs to come up with some great VR stuff, but I don't know about the "catch-all" approach.
Noooooooooooooooooooooooooooooo!
Unless they're losing money on each one, I can't see how it'll be cheaper. The only reason the Quest 2 is so cheap is because Oculus is subsidizing it to lock people into their ecosystem (and so they can harvest your sweet, sweetSeems exciting, but significantly less so if we're talking $499.
The original Vive is 110, and while it could be better, it's not as distracting as you might think. 120+ would obviously be better, but the wider you go, the more glass you have to shove into people's faces, and the larger the screen has to be.110 FOV only? Isn't the current PSVR 96? Feel like that's not a big enough leap? FOV in the PSVR is one of my biggest gripes with the headset.
The original Vive is 110, and while it could be better, it's not as distracting as you might think. 120+ would obviously be better, but the wider you go, the more glass you have to shove into people's faces, and the larger the screen has to be.
At this point, I prefer lighter to better viewing angles tbh. Hopefully this thing is light, especially if it's tethered only with a wire.
That's cool. My favourite VR things have been what would be/actually are 'flat' games in VR. so RE7, WipEout, Skyrim, etc.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.
Disappointing fov, I feel like that's one of the most important things that's always missed, fov needs to be minimum 150
It's probably the only way the ND or SSM could justify doing VR, we'd still get full VR games too, possibly even more if a lot of the big AAA have VR modes.The hardware sounds pretty great, as expected. This bit has me a little nervous though.
While some games this can work well (Tetris Effect) other games are near impossible to replicate the cool or engaging features of the gameplay (Iron Man VR, Half Life Alyx, Gorilla Tag, etc etc). I trust devs to come up with some great VR stuff, but I don't know about the "catch-all" approach.
...sure it's possible that Sony, and only Sony, has come up with new technology, but it's not something on the market that could just be bought for any price, or else you'd see at least one other niche headset with the technology.
What did he leak other than FF7 remake for PS+ and GoT Iki expansion? even his GoT leak wasn't entirely true since it wasn't standalone.While true he Nick has been more on point for Sony stuff then Xbox😭😭😭
John Carmack went into detail in it once - he said they worked hard on it and it was one of their biggest priorities, but concluded in the end that to solve the problem of VR sickness would require a medical breakthrough. They implemented the bits they could do - higher refresh rate, lower latency, better head tracking, and software solutions.
Using haptics to reduce motion sickness lines up with this patent published last year (translated from Japanese):Haptics are planned for the headset itself to reduce motion sickness and improve immersion
The inventors have studied a technique for reducing VR sickness by swinging the head of a user wearing an HMD using a vibration motor or the like provided on the front surface of a head-mounted display (HMD) housing. It is considered that VR sickness is caused by the difference between the movement of the viewpoint and the user's experience in the situation where a moving image showing the state of view from the viewpoint is displayed on the display unit of the HMD arranged in front of the user's eyes. Therefore, it is considered that VR sickness can be further reduced by linking the displayed moving image and the swing of the head.
You might want to check the above patent filed in 2018 then.This feature doesn't even exist:
Oculus researched haptic and other solutions to reduce motion sickness for years and came up with nothing in hardware they could do, aside from including full motion simulators - sure it's possible that Sony, and only Sony, has come up with new technology, but it's not something on the market that could just be bought for any price, or else you'd see at least one other niche headset with the technology.
- Haptics are planned for the headset itself to reduce motion sickness and improve immersion
If we are pointing out patents, then the "Flexible Resolution Scaling" function is described exactly in a patent filed by Mark Cerny in June last year:Using haptics to reduce motion sickness lines up with this patent published last year (translated from Japanese):
The title is confusing but it basically means that the screen resolution per a set area is determined by some set of parameters, or in this case, the parameters being derived from eye tracking the specific area that is viewed
I was trying to figure out what it could possibly be without involving eye tracking and couldn't come up with anything. So, now that we know that it does involve eye tracking... how does this differ from foveated rendering?
From what I can tell it is basically one Foveated Rendering technique but Sony gave a different definition for what Foveated Rendering is, which will use a different technique, where instead it is probably referring to something similar to VRS, where the shading qualtiy is determined per pixel region. Basically you can use both approaches in conjunction. So basically you can both reduce the resolution and lower the shading rate, or provide a mixutre of both at different levels depending on the distance from the eye view. Like for example, the area of your outer fovea could be using a lower resolution and full shading quality while further away the resolution is lowered further and the shading quality is lowered as well.I was trying to figure out what it could possibly be without involving eye tracking and couldn't come up with anything. So, now that we know that it does involve eye tracking... how does this differ from foveated rendering?
That's a great point, I wasn't even thinking about Hitman. It seems cool, but like you said the controller and godawful tracking make it a bit hard to tell how good it really is.For whatever it's worth, I think Hitman 3 is a good example of how it can work. A third person stealth game that was converted into a full first person VR game with motion controls and physics stuff you'd expect from a VR game. In Hitman's case in particular what hurts it the most is being limited to the DualShock 4, but assuming that's no longer going to be an issue with PSVR2, I think it would've worked out amazingly.
Sony want to move away from "VR experiences" and concentrate on AAA games
Yes, give me more games like RE 7, to this day its still an excellent example of a AAA game that can be played completely in VR or flatscreen
You don't want the stench of PS2/Move camera technology anywhere near PS5.
You don't want the stench of PS2/Move camera technology anywhere near PS5.
Let it go. It was serviceable on PS4 but it needs to die asap. I think all PS gamers should appreciate PS5 has BC with PS4 VR using V1 hardware. That's as far as I'd take it too.
NGVR needs to use only PS5 tech going forward. Trust me, based on these specs, it will be worth it.
Let's face it, if you want to enjoy Astro Bot, Rescue Mission on PS5....you CAN do it with V1 hardware.
A potential Astro Bot Rescue Mission Remaster can only benefit from the new tech. Think about it. (I am betting Asobi/Sony is gonna make this their launch flag ship title either free or as a pack in title. Watch )
PSVR 1 games were mostly sit-down/stationary affairs that all had to be playable just with a Dualshock 4 iirc. Also I believe they were mostly 180° experiences (due to camera limitations when turned away from camera), vs full 360° fully immersive experiences found on standalone headsets or PCVR.ultimately aren't most VR games just a display and a bunch of inputs? the headset is rotation and position in multiple axes, and the PSVR2 would be more accurate and stable vs PSVR1 so BC should be a much nicer experience. The controllers were either a DS4 which I assume Sony will incorporate enough sticks/buttons/triggers to emulate, especially if they're aiming for PS5flat/PSVR2 combo games.
PSVR 1 games were mostly sit-down/stationary affairs that all had to be playable just with a Dualshock 4 iirc. Also I believe they were mostly 180° experiences (due to camera limitations when turned away from camera), vs full 360° fully immersive experiences found on standalone headsets or PCVR.
any ideas what "haptics" there are that improve helping:motion sickness?
this is one of the key things for me
This may be true (depending on the controllers), but then Sony doesn't get as much money.sure but if PSVR2 is a superset of PSVR1 features then it can still play PSVR1 games.