Not really, I own one of these... Move charging dock.
Currently just £3.00 new on UK Amazon if anyone wants to get one.
http://www.amazon.co.uk/Sony-PlayStation-Move-Charging-Station/dp/B004477IZA/ref=sr_1_4?ie=UTF8&qid=1456378633&sr=8-4
Not really, I own one of these... Move charging dock.
$19.75 at Amazon at the moment, haven't checked elsewhere.
http://www.amazon.com/gp/aw/d/B003O6G114/ref=mp_s_a_1_1?qid=1456364871&sr=8-1&pi=SY200_QL40&keywords=move+charging+station&dpPl=1&dpID=31d9kvVy%2BBL&ref=plSrch
There is an app in Japan for a webstore that has porn in it. Actually they already have VR porn (currently in beta).
[*]The breakout box doesn't touch the signal between the PS4 and the PSVR, just takes it post and warps it for TV. The only thing it feeds to the PSVR is the 3D audio which it *does* process. No PS4 GPU/CPU cycles spent on Audio.
[*]Reconfirms that the only new hardware is the PSVR hmd itself, the rest is what's already in the market (PS4 camera, PS Move, DS4).
[/LIST]
So pretty much identical to what was previously revealed.Some breakout box bulletpoints:
- It doesnt do any VR-graphics rendering
- dewarps VR image for TV/Social, and/or, forwards the non-VR output.
- has 'enough horsepower' to do the 3d audio processing.
Certainly will be interesting to hear how they have interleaved couple of video streams etc.And there's our confirmation that the PSVR will get hacked to work on PC damn-near day fucking 1.
Console effectively ~60% more powerful than same-spec PC (as reported by middleware providers, not Sony
PS4 a high end PC confirmed!
And there's our confirmation that the PSVR will get hacked to work on PC damn-near day fucking 1.
How do you connect PS camera to PC which it needs to work ?
So if reprojection is so good then why would anyone choose to goto 90fps as opposed to 60fps and reprojecting to 120fps?
I thought timewarp uses the depth buffer and can therefore move objects in front of each other based on that? In the presentation I watched, the PSVR one was described as a very simple 2D translation.
Console effectively ~60% more powerful than same-spec PC (as reported by middleware providers, not Sony
PS4 a high end PC confirmed!
The PU box doesn't magically turn stereo audio into 3D audio (binaural, yes) by itself. It needs to be fed with real time XYZ information about the location of the sound sources in the virtual space so that it can generate the appropriate sound waves (binaural audio is still just stereo - it's the altered sound waves that trick your brain to believe it's 3D). Current PS4 games don't provide that kind of information so sound waves don't "carry" positional information.
Console effectively ~60% more powerful than same-spec PC (as reported by middleware providers, not Sony
PS4 a high end PC confirmed!
The PU box doesn't magically turn stereo audio into 3D audio (binaural, yes) by itself. It needs to be fed with real time XYZ information about the location of the sound sources in the virtual space so that it can generate the appropriate sound waves (binaural audio is still just stereo - it's the altered sound waves that trick your brain to believe it's 3D). Current PS4 games don't provide that kind of information so sound waves don't "carry" positional information.
That said, I think it is technically possible for normal PS4 games in the future to use the PU to generate binaural audio, provided the developers care about it at all.
It goes without saying you'd probably need to play with headsets plugged into the PSVR remote to enjoy binaural audio outside of VR. Unless of course it is possible to redirect processed 3D sound from the PU back into the PS4 via USB or HDMI Out so that you could enjoy it through headphones connected to the TV/PS4.
Finished the full talk. Not all that much more info than from previous ones I've seen.
That Zombie Inception concept though was fantastic. There's so much potential for brand new ideas with VR. I cannot wait to see what happens in the next few years and it's just good to know that it will be accessible enough to people like me who just cannot afford a gaming PC, and would rather not have the hassle.
The talk did touch upon that very issue and I think it cannot be understated. PC's are complicated. I know endeavours are being made to simplify it all, but I'm sorry but I just can't see all those driver issues and so on being solved any time soon. There's far too much differentiation in all the hardware available there will always be issues. VR is something you simply cannot have issues in, you can't have stuttering or frame drops because some random program operating in the background decides to interfere, or some random hardware hiccup pipes up. It brings on a poor experience. Console style plug and play is a much safer moe reliable place to do VR in.
I think they are talking about just connecting the breakout box to the PC as well. He doesn't directly say it, but he basically implies that the breakout box connects to the "video out" on the PS4, making HDMI the most likely port the breakout box plugs into seeing as that weird proprietary port they have is occupied by the PS4 camera.To people expecting PSVR on PC (with PC modding/hack), at the 12 minute mark, he said the breakout box had 2 hdmi outs, then corrected himself, saying it had one hdmi out (for the TV) and another connection to the headset, so apparently proprietary connection for the headset? So connecting to the PC will probably not be possible.
And there's our confirmation that the PSVR will get hacked to work on PC damn-near day fucking 1.
I think they are talking about just connecting the breakout box to the PC as well. He doesn't directly say it, but he basically implies that the breakout box connects to the "video out" on the PS4, making HDMI the most likely port the breakout box plugs into seeing as that weird proprietary port they have is occupied by the PS4 camera.
Not that simple. The breakout box handles conversion of audio samples and 3D location data into binaural audio. That data must be sent over the HDMI cable which means that the HDMI signal is carrying data as well as video. I don't know how they are doing that, but it might be that the breakout box won't accept a standard HDMI video signal that a PC would output.
And positional tracking Would have to be done from scratch with a PC webcam as the PS camera has a proprietary connector (or maybe you can hack that into a USB3 plug)
The audio might be possible to do separately via a long headphone cable from the PC, and the headset data is probably going via Bluetooth like a DS4? Didn't see anything about needing a USB cable with PSVR
Well, I don't think people were suggesting you could just plug the breakout box into your GPU and have it magically work. They'd obviously have to hack together some way to send the same kind of data the PS4 is sending. I don't think that would be technically impossible, just pretty hard. So godspeed, hackers.I got the impression that the data being sent to the breakout box isn't a standard HDMI signal either (has other information as well?). If I followed correctly the only "real" HDMI data is being transmitted from the breakout box on the HDMI out to the TV.
Well, I don't think people were suggesting you could just plug the breakout box into your GPU and have it magically work. They'd obviously have to hack together some way to send the same kind of data the PS4 is sending. I don't think that would be technically impossible, just pretty hard. So godspeed, hackers.
I'm pretty sure the breakout box connects to the PS4 via USB as well as HDMI.
That developer on Reddit arguing for the PSVR against that guy was great.
They must have put in some nice driver/OS level optimisations and tricks.
AMD recently started to promote 3D audio when they introduced TrueAudio, so I presume many devs are introduced to the concept of spacial rendering of sound.
I expect that devs will be "forced" to start using 3D audio because tools for using it will become easier [streamlined support in Unity/UE4/other engines] and because having it will greatly enhance VR experience. They could later also be "pressure from the public" to make 3D audio standard feature for VR experiences.
Which is now a great time to go to second-hand stores to find cheap PlayStation Move controllers before they jack up the prices when retailers get full official details from Sony.
No, it doesn't correct for translation. Also labeling the transformation as "2d" is a bit silly - since the whole point is that you rotate the image around on a "sphere" to correct for rotation - else the effect wouldn't do anything useful.hesido said:I too think this is the case with timewarp, this way it also provides support for 3d head translation
I think we've had historical evidence developers do care since prerecorded binaural had been used in some horror games to great effect. That said - I think the biggest advantage of doing it in VR is positional tracking that you wouldn't get in a normal game, so it's questionable if doing it realtime really adds much to regular games.TTP said:That said, I think it is technically possible for normal PS4 games in the future to use the PU to generate binaural audio, provided the developers care about it at all.
the biggest issue with the move controller is the legacy mini usb cable that is a relic.
Fixed hardware and 18ms while on DK2 you can hit 14ms with ATW etc. .
Eww, front USB socket used? Wonder if the bandwidth is enough to send the audio data that way. Might be simpler than using HDMI as a data channel - not really familiar with how flexible HDMI can be in that regard. Might just use the USB for sending headset movement data back
3D audio is already a standard feature for VR.
I was talking about the possibility of bringing 3D audio to non-VR experiences (using the dedicated processor of the PSVR PU box for that purpose alone)
I would say it's very possible as it's really basically just a Mixamp-type device.
VR is going "back" to object-based/geometry data based audio. That's how you do proper 3D audio. By feeding a capable renderer all the geo data of the game world and its objects, especially the elevation information.
Mixamp style is a virtualized flat speaker room and should just be a fall back mode for games that do not release xyz data because the renderer/middleware doesn't allow it and thus simply outputs 7.1/5.1 discrete streams - as we are used to in the almost last 10 years, unfortunately. That would make devices like the mixamp, dss, x7 and co. obsolete.
Having more choice is always better. Job Simulator devs target 90fps for all platforms, and they do that so they could simplify their multiplatform development effort.
https://www.youtube.com/watch?v=Xu7rmcudGNI
Probably, really not an expert here. But this could actually make or break this situation for some GPUs since at least from Maxwell onwards, Nvidia cards need signed drivers so you couldn't even use weird custom ones.Edit: I mean, it'd require hacking of the GPU drivers to get it to output something other than standard HDMI right? And then there are different drivers for different cards etc.
I'm actually not sure. I have no way of trying it.Just video? Or real time CG engine? I cant imagine that there wouldnt be a VR media player that launches with PSVR that lets you load your own videos. As well as just streaming vids from website with the web browser.
But we will see.
Just video? Or real time CG engine? I cant imagine that there wouldnt be a VR media player that launches with PSVR that lets you load your own videos. As well as just streaming vids from website with the web browser.
But we will see.
Vive and Oculus Rift are 1080x1200 per eye, pentile oled @ 90hz.Now PS4 can do 1080P with 60FPS....that's fine.
But VR essentially means splitting this 1920*1080 image, meaning the image we get is considerably less crisp compared to Vive/Rift with their 1512x1680 for each eye.
No, it doesn't correct for translation. Also labeling the transformation as "2d" is a bit silly - since the whole point is that you rotate the image around on a "sphere" to correct for rotation - else the effect wouldn't do anything useful.
Can you expand on why that is needed for VR? Isn't that the point of surround sound in games, rendering it live based on the positional data (usually of the camera/point of view)? I don't get the difference. Why would you need to process the surround audio synced to the camera (i.e. VR helmet) movements afterwards?
Actually, many people who have tried all three HMDs say that PSVR has the LEAST noticeable screendoor effect.
Can you please explain (to someone who has never used VR) what the 'screendoor effect' is.
Thank you in advance.
Which is now a great time to go to second-hand stores to find cheap PlayStation Move controllers before they jack up the prices when retailers get full official details from Sony.
I wonder if you could get PSVR porn through the web browser or something. All the big paid porn sites are making content.
Sage advice. That's why I'm also stocking up on any available attachments while the price is right.
Official gun attachment - £2.50
PS Move Controller - £10 (was £8 a couple of weeks ago)
Here's the screendoor effect on Oculus DK2: