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30min PSVR technical presentation (Feb.2016)

shandy706

Member
I have to buy this and DOAX3.

Just thought of something. Is DOAX3 going to support first person mode and 3rd person for the Volleyball?

Yes, I'm asking about the volleyball.
 

Man

Member
This isn't true at all. Reprojection will not correct for translational movement and the effect that will have. It' can't as far as I know. No idea why he would say this.
No but neither does doing nothing. Orientation is being updated which people are much more sensitive to.
 

SlimySnake

Flashless at the Golden Globes
the PS4 basically has a 1.84 Tflops GPU which is roughly equivalent to a AMD HD 7850.

60% more power means it will give performance equivalent to a 2.8 Tflops GPU which brings it much closer to the theoritical Tflops of GTX 970 which is 3.5 Tflops.

Of course the AMD and Nvidia GPU architectures are vastly different, and there are memory and CPU disadvantages, and I dont entirely believe him but you get the point.
 

vcc

Member
I wonder if you could get PSVR porn through the web browser or something. All the big paid porn sites are making content.

There is a huge market there. But I don't think Sony will be into it. More money for them on the traditional entertainment end. I think that will be more Oculus.

Maybe they'll sideload it with a 'Sony VR Video Player' app which will play media files you feed it and charge $99 for it. then sell the porn companies the 3D camera's/video coders they need.
 
Same story from a VR developer on Reddit:

"PSVR is extremely close to being on par with Vive and the Rift w/ a gtx970 based on the tests I've done. The team from Epic (Nick & Tom) have also stated the same in at least one of their VR Twitch streams. If your app runs at 90Hz on a PC with a gtx970 then you should be very close to 60 on the ps4. And with the 120Hz reprojection applied it's glassy smooth."

Oh man, it's good to see that Seanspeed is still fighting the good fight somewhere.

Thanks for the video though. Will give it a watch later.
 

Carn82

Member
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.

reprojection seems to be done on the PS4, if I understand this correctly.

This isn't true at all. Reprojection will not correct for translational movement and the effect that will have. It' can't as far as I know. No idea why he would say this.

he does adress it in regards to the 60Hz/120Hz mode: "works well for most games, but not if you have objects close that are translating a lot"
 

TTP

Have a fun! Enjoy!
The barrel distortion on PSVR is unlike others. It's actually less "barrel-ish" in shape and more circular. I wonder why it is so different and what the implications are.
 

Plinko

Wildcard berths that can't beat teams without a winning record should have homefield advantage
I'm a touch disappointed in the FOV. My Samsung Gear VR is 96 degrees and it seems like you would want more for an action game.
 

Pinewood

Member
reprojection seems to be done on the PS4, if I understand this correctly.

Oh? I thought it was done in the box. Because if I understood correctly from a previous video, the box also processes the movement data. So it would make sense to also reproject it there (if that is possible without significant delay)
 

mrklaw

MrArseFace
This isn't true at all. Reprojection will not correct for translational movement and the effect that will have. It' can't as far as I know. No idea why he would say this.

I don't think they mean literally no downsides to anything - more no downsides to responsiveness of time available to games per frame etc.

And I think translational movements are likely to be less sudden and dramatic between frame updates so slightly less requirement to adjust for them?

One disappointing thing is that this doesn't seem like Carmack's timewarp - it is a simple 2D translation of the frame based on headset movement data. The upside is it'll take almost no time to do the reprojection. The downside is you'll get no parallax effect as you're moving the entire viewport around as one thing.



Curious about the comment about *no audio processed on PS4*. So you just oass samples and location data to the breakout bix and it deals with it all? If so, how much would that potentially free up performance on the PS4?
 

Man

Member
Oh? I thought it was done in the box. Because if I understood correctly from a previous video, the box also processes the movement data. So it would make sense to also reproject it there (if that is possible without significant delay)
Nah. The re-projection is actually done with GPU Compute (read it elsewhere). The performance-draw is completely unnoticeable.
 

BennyBlanco

aka IMurRIVAL69
There is a huge market there. But I don't think Sony will be into it. More money for them on the traditional entertainment end. I think that will be more Oculus.

Maybe they'll sideload it with a 'Sony VR Video Player' app which will play media files you feed it and charge $99 for it. then sell the porn companies the 3D camera's/video coders they need.

I'm very curious how they'll handle all this. Regular videos seem to be a pretty big selling point of VR. I guess Sony will sell content themselves.
 

Carn82

Member

Talking about Carmack, I saw that he just posted this:

While the marketing decision is clear, on a purely technical level I might prefer a 2560 RGB stripe display over a 4k pentile one.

https://twitter.com/ID_AA_Carmack/status/702561430151639040?s=09

yeah, this was the same reason I preferred 480p DLP projectors over 720p LCD projectors in the mid-2000s, the SDE effect on the LCDs was so much more pronounced despite the LCDs having over twice the pixel density

Yup.
 

vcc

Member
I'm very curious how they'll handle all this. Regular videos seem to be a pretty big selling point of VR. I guess Sony will sell content themselves.

I don't think they would want their platform openly associated with porn but I doubt they'd mind if it was a semi-supported option if they could have a hands off way to profit.

I think selling camera's that allow you to easily dump into a PSVR experience would be a easy sell. As they are already Camera makers and the distribution channels are there.
 
Loving this, I think Sony has a great chance of coming out as the winner in the VR war in the eyes of consumers and just kill it when the second generation comes. If they seek this thing at 300 bucks that is.
 

vcc

Member
Lol

Well that just about confirms it that he would want 1/2 the resolution with a rgb vs pintile

I wonder why HTC and Oculus didnt go this route if its a better display and takes less resources?

Marketing? Bigger numbers are easier to market. Our X is x4 the pixels of their Y.
 

Fafalada

Fafracer forever
mrklaw said:
One disappointing thing is that this doesn't seem like Carmack's timewarp - it is a simple 2D translation of the frame based on headset movement data.
They are exactly the same.
 

Lister

Banned
the PS4 basically has a 1.84 Tflops GPU which is roughly equivalent to a AMD HD 7850.

60% more power means it will give performance equivalent to a 2.8 Tflops GPU which brings it much closer to the theoritical Tflops of GTX 970 which is 3.5 Tflops.

Of course the AMD and Nvidia GPU architectures are vastly different, and there are memory and CPU disadvantages, and I dont entirely believe him but you get the point.

This is going to be the new Carmack quote equivalent isn't it?

And even when it's shown to be absolute nonsense (as the Carmack quote has - though it's mostly becaus eit was taken otu fo context), it'll still be spouted as fact... ::sigh:: Here we go again.
 
He talks about 10 seconds to it. But, this is the same as it has always been due to optimization for console games.

Thanks. Traditionally, yes. But with these streamlined x86 SoC's inside the currentgen consoles, and most multiplats released till now either matching up or falling just short of a similar spec'd PC, this is indeed good news. With Vulkan's first revision being officially out now, and having support for both consoles, I wonder if we'll see any performance gains at all in games using Vulkan supported middleware. GDC it is.
 

Man

Member
One disappointing thing is that this doesn't seem like Carmack's timewarp - it is a simple 2D translation of the frame based on headset movement data.
It's exactly the same. A spherical warp of the previous image.
 

ps3ud0

Member
Stupid question time, could you use that box to play normal PS4 games with and effectively have it output 3D positional audio like the mixamp and other DH devices do?

What does that box actually output? Binaural?

Sorry unsure if Ive got the terms right

ps3ud0 8)
 

vcc

Member
Yeah but from a resource using view this is silly. What happens when company x comes out with this for less cost and lower specs with the same quality.

You start bribing vendors and preparing a better followup (Intel: P4 -> Core 2) with all the money you made selling the consumers bigger numbered products.
 

Lister

Banned
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.

I can't imagine that's what they are doing. Wouldn't that cause image artifacts when the fresh frame was fed through after the warp?
 
Damn. A year ago I wouldn't have guessed I would've picked Sony VR over Oculus or Vibe, but it's looking like the hardware to beat. Just need to see some compelling experiences for it now.
 
Same story from a VR developer on Reddit:

"PSVR is extremely close to being on par with Vive and the Rift w/ a gtx970 based on the tests I've done. The team from Epic (Nick & Tom) have also stated the same in at least one of their VR Twitch streams. If your app runs at 90Hz on a PC with a gtx970 then you should be very close to 60 on the ps4. And with the 120Hz reprojection applied it's glassy smooth."

Oh man I cannot wait to see what they have in store for us come March with the PSVR presentation.
 

lmimmfn

Member
Same story from a VR developer on Reddit:

"PSVR is extremely close to being on par with Vive and the Rift w/ a gtx970 based on the tests I've done. The team from Epic (Nick & Tom) have also stated the same in at least one of their VR Twitch streams. If your app runs at 90Hz on a PC with a gtx970 then you should be very close to 60 on the ps4. And with the 120Hz reprojection applied it's glassy smooth."
So based on the 60% faster argument the PSVR is rendering 50%( 30/60 delta vs 90fps on a 970 ) less frames and a lower resolution per frame so the magic disappears?
 

UnrealEck

Member
Console effectively ~60% more powerful than same-spec PC (as reported by middleware providers, not Sony)

Needs a bit of clarification.
I don't think they're saying the PS4 is suddenly capable of doing what a GTX 970 does.

If your app runs at 90Hz on a PC with a gtx970 then you should be very close to 60 on the ps4. And with the 120Hz reprojection applied it's glassy smooth.

This quote above clarifies it a bit. It seems they're saying what's running at 90 FPS on a GTX 970 should be running close to 60 FPS on a PS4 and the reprojection helps make it more suitable for VR.

If that's the case then it's not surprising me really.

What is surprising me a bit is that this then seems that this quote:

PSVR is extremely close to being on par with Vive and the Rift w/ a gtx970 based on the tests I've done.

is saying the reprojection brings the overall quality experience in-line/on-par with the Vive and Rift.
 

Man

Member
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.
They (Oculus) were looking into it but didn't find an algorithm that was both fast and good enough.
 

Danlord

Member
Does PSVR require two eyes?

There has been a few posts elsewhere asking similar thing, and the answer is pretty much "No".

Quoting Reddit post;

If you're standing still it won't look as 3d, but if you're moving around your brain can pick up perspective cues (I forget what it's called, I think the term is motion parallax? I'm not sure) and draw between the lines. That's why Gif's like these ( http://i.imgur.com/ieRpEBe.gif ) look 3D even though you know you're screen is 2D.
For someone who is blind in one eye, it should look the same to them as the real world does.

In fact, the whole thread has many points iterating the fact that users with 1 eye can see 3D with VR.

Other posts;
http://www.reddit.com/r/oculus/comments/2pviba/oculus_rift_for_someone_blind_in_one_eye/
http://www.reddit.com/r/oculus/comments/18cnpq/how_well_will_this_work_for_someone_who_is_blind/
https://redditjs.com/r/oculus/comments/2qplki/would_the_oculus_rift_works_on_me/
 

Fafalada

Fafracer forever
mrklaw said:
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. Good news if is more than that.
As the other poster mentioned - both are a spherical transform of last rendered frame into the most up to date "rotation" sensor-reading of the HMD.
 

Hyperbole

Banned
Wow no new hardware besides head set? I thought for sure we were getting new move controller and new ps4 VR model with breakout box integrated. Interesting
 

Danlord

Member
Wow no new hardware besides head set? I thought for sure we were getting new move controller and new ps4 VR model with breakout box integrated. Interesting

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.
 
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