I've long been of the mindset that PSVR support on PS5 was a given. Like there's literally no reason for Sony to not support it.
I've long been of the mindset that PSVR support on PS5 was a given. Like there's literally no reason for Sony to not support it.
I agree with this, but I'm open to and hopeful of the possibility that PSVR2-exclusive games will eventually be a thing on PS5.Pressure of forward compatibility with new VR games is one. Imagine still having to limit yourself to move controls/single camera tracking in order to appease the PSVR1 users (once a PSVR 2 exists). I'm all for backward compatibility, but the fact that it implies potential forward compatibility is bad. Once PSVR 2 comes out, new games shouldn't have to try to make the games PSVR1 compatible.
Take the limiter off of the PS4 and you can use it with PSVR for locomotion. Actual jet engine for that immersive PS5 VR.
I agree with this, but I'm open to and hopeful of the possibility that PSVR2-exclusive games will eventually be a thing on PS5.
At the very least, I see no reason to believe that PS5 VR games will be required to support Move controllers given that current PSVR games are not required to support any specific controllers (DualShock 4, Move, Aim, etc.). Actually I'm already kind of anticipating that the PS5's standard controller will be something suitable to replace the Move controllers, so my expectation is that PS5 VR games won't need to support Move at all.
Who said it wasn't successful?
More to the point though, who said that VR's biggest problem is peoples' worry that one particular headset model might become obsolete when a new console is released? There's probably a dozen bigger issues with the tech. The poor Move controls and the irritating, unstoppable drift are arguably much worse problems, and Sony basically just transported them to a new generation by committing to support this half-baked setup for another decade.
Interesting idea. How do you expect this work with PS5 games that are primarily non-VR, but want to support VR as an optional mode (e.g. games like Resident Evil 7, Dirt Rally, Thumper, etc.) and games that want to support VR only for extra/bonus content (e.g. games like GT Sport, Ace Combat 7, Tekken 7, Hatsune Miku, Persona 3/5 DAN, Rise of the Tomb Raider, etc.)?I think it's possibly easier to think about PSVR generations in isolation and the boxes involved secondarily.
So I think you will have PSVR games and PSVR2 games.
PSVR games will run on PS4 and PS5. Any game marketed as PSVR will have to still support PS4, but will run on PS5 through BC (with or without any patched enhancements).
PSVR2 games will run on PS5 only.
And some games will be 'cross gen', with versions targeted for both PSVR and PSVR2 tech.
Like any transition I think from the get go you'll have some PSVR2 (and thus PS5 only) software along with a smattering of 'cross gen' titles. Eventually I think you will get to a point where many or most VR games in the PS sphere are PSVR2 only (and thus inherently PS5 based).
You could alternatively set up a situation where you try to 'mix' PSVR2 tech (e.g. controllers) with PSVR headsets, and support that combo, but I'm not sure if that's then over complicating the compatibility and marketing message.
It'd be cool if it had inside out tracking while allowing you to use an optional camera to cover blind spots, since alot of people will have the camera anyway.
VR's biggest problem is that audiences don't seem all that interested in it, and that it lacks software that captures the imagination of mainstream culture.
Seems like a weird bit of Sony cheerleading/clickbaiting here. Oculus and Vive both promise future compatibility with purchased software, and it really hasn't enhanced their prospects.
It's not 'different' input methods like an xbox controller vs a playstation controller, they're vastly different in capability.Pretty sure PSVR2 will have inside out tracking along with new controllers to support it. PSVR is just a peripheral so not sure why the headset wouldn't be able to support PS5 games when PSVR2 is released they will just be a lower res vs the PSVR2 headset. Yes the tracking methods can be different as at the end of the day they are just input methods like any other controller so I'm sure Sony will have something under the hood of the PS5 that sorts all that out. Devs can still build games for whichever control scheme they want to use but think as far as headsets go PSVR and PSVR2 headsets will be compatible with all games.
VR's biggest problem is that audiences don't seem all that interested in it, and that it lacks software that captures the imagination of mainstream culture.
Seems like a weird bit of Sony cheerleading/clickbaiting here. Oculus and Vive both promise future compatibility with purchased software, and it really hasn't enhanced their prospects.
Well he is right. They have about 4.6% attach rate, which isn't that good, when they also had really good bundles last fall(?). Kinnect that sold 24 milion by feb 2013 had at that point an attach rate of 30%.This tired argument. You know you're posting it in a thread about an extremely successful project
The latter problem is already solved with passthrough tech, which you can also do with any decent headphones (and certainly ones you'd want for VR in the future probably). Like, these problems are basically completely fixed it's just a matter of adoption and cost to push them to market. PSVR 1.0 is outdated by more than half a decade (yes, prior to its launch) already.Well he is right. They have about 4.6% attach rate, which isn't that good, when they also had really good bundles last fall(?). Kinnect that sold 24 milion by feb 2013 had at that point an attach rate of 30%.
I think the PSVR's (and other VR headsets) biggest problem is that the technology isn't just there yet. Most people find it cool when trying it out for the first time but are not interested of sitting with VR when playing. When they become light and wireless in the form of ski googles the technology will be ready for mass market. It's also problematic that it forces you to cut out the world -> not being able to see your wife/husband/kids while playing a game. That is a major problem which will hold VR back for a long time imo.
To conclude, there are two major problems with VR, a technical and a psychological.
But then again I could be wrong and VR could blow up in next gen. I'm a bit pessimistic.
You could alternatively set up a situation where you try to 'mix' PSVR2 tech (e.g. controllers) with PSVR headsets, and support that combo, but I'm not sure if that's then over complicating the compatibility and marketing message.
Interesting idea. How do you expect this work with PS5 games that are primarily non-VR, but want to support VR as an optional mode (e.g. games like Resident Evil 7, Dirt Rally, Thumper, etc.) and games that want to support VR only for extra/bonus content (e.g. games like GT Sport, Ace Combat 7, Tekken 7, Hatsune Miku, Persona 3/5 DAN, Rise of the Tomb Raider, etc.)?
Wouldn't your idea mean that such games would be forced to either support PS4, or just forego VR support completely to be PS5 exclusive? Or would an exception be made for games that don't require VR?
Unless PSVR2 headset unit have eye tracking or new tech that PSVR can't reproduce, I think VR headset should view as a display and most PS5 VR games should be compatible.
I think Sony will still focus on seated or limited play area experience which PSVR1 totally capable.
I don't see any problem to let PSVR1 competible for games like flight sim, racer etc.
As for marketing, maybe just use input method as a gate instead of the headset.
Then again... is support for legacy hardware maybe holding back new innovations? You could see it from a different point of view.
Depends on how cheap the current PSVR drops to and how pricey the new version is going to be. $199 vs $399 for some people is all the difference needed to go for the cheaper option. Many people bought PS2/PS3 after PS3/PS4 were on the market.I don't think anyone want to buy a PSVR now when it's obvious we will see a PSVR2 within two years
VR's biggest problem is that audiences don't seem all that interested in it, and that it lacks software that captures the imagination of mainstream culture.
Seems like a weird bit of Sony cheerleading/clickbaiting here. Oculus and Vive both promise future compatibility with purchased software, and it really hasn't enhanced their prospects.
Well they're gonna allow the PS5 to play Gen-1 games. I think most of them being enhanced by the new hardware as a perk of the console. Once the Gen-2 hardware is out, I think they would probably cease development of Gen-1 games and stop promoting it. So, it would still be a valid solution for those who want to spend less, but the marketing will shift to the new hotness.I wonder how allowing the old system to coexist will work with that.
Right. I guess I was wondering about how a new tracking system would work when it has to be fully compatible with the old tracking system.Well they're gonna allow the PS5 to play Gen-1 games. I think most of them being enhanced by the new hardware as a perk of the console. Once the Gen-2 hardware is out, I think they would probably cease development of Gen-1 games and stop promoting it. So, it would still be a valid solution for those who want to spend less, but the marketing will shift to the new hotness.
Oh, I see. I don't think it will work that way.Right. I guess I was wondering about how a new tracking system would work when it has to be fully compatible with the old tracking system.
This certainly would make sense, and be a really great way to entice people to upgrade, or jump in if they already have PS4 VR titles they'd like to play.Although it would be cool if Sony could retroactively make PS4 VR games use the new tracking system.
Just because PS5 will be able to understand PSVR's form of transmission and reception of tracking data doesn't meant PS5 won't also be able to understand a new format of tracking data transmission and receipt. Whatever tracking method PSVR 2 HMD's and controllers use, you just might need a new camera/sensor that was designed to "see" those emissions.The whole tracking solution is the biggest problem (well that and not sticks on the moves). I can't see myself buying a PSVR2 if we're stuck with the same shitty camera/light tracking.
It's not 'different' input methods like an xbox controller vs a playstation controller, they're vastly different in capability.
It's as different as a touch screen is vs a joystick. Can you make things work, or things that CAN work on both? of course, but it prevents you from making experiences that truly take advantage of either. It's already super super clear how disadvantaged current PSVR is in capability vs PC vr solutions, and that's only going to continue now. Either they support it but don't require devs to make games work on PSVR1.0, or they do require it and it hamstrings VR advancement in any big title across all platforms which is a real shame.