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PlayStation VR's external processor revealed.

I was hoping it would plug into the Camera port and then the Camera into the box as to not take up a valuable USB port.

This is a major concern for me; I was hoping the Eurogamer article would reveal an AUX in and AUX out. I really don't want a USB cable trailing round the front of the PS4 permanently.

There is still hope, even if this is the final design: they could plug the PSVR processor box into the back AUX port, and then put some passive USB hub wiring in the plug to give a through port for the camera. That would keep it tidy and save a USB port.
 

AU Tiger

Member
If this comes out at $400, I don't wanna imagine the price in Brazil

Probably a brazillion dollars


Drevil_million_dollars.jpg




:(
 

StardustPain

Neo Member
This is awesome, I really like what playstation/sony is doing with this product, It looks really well polished.
The only cons I'm seeing is the fan =( more noise and dust everywhere.
I think i'm going to get a PS VR and a Vive this time, maybe not in launch day, but a month after should be enough.
 

Bowler

Member
Has there been any rumor or confirmation that this can be used in cinema mode? Allowing you to use the vr in non vr games as a second screen.
 

truth411

Member
I honestly think they've botched this. When has a Sony peripheral ever sold well. They tried so hard with Playstation Move and it totally bombed. I'll give them the fact that VR is the new hotness and its backed by other companies making similar moves, but this add on processor seems half baked.

What they really should have done is delay VR a year and bring it out with the Playstation 5 in 2017 or just to heck with it and bring out a new console and call it Playstation VR. I don't think the Playstation VR games are going to even look half as good as the Morpheus games running off a GTX970, so its probably going to be like PS3.5 quality stuff.

That would be the dumbest move Sony could make, the PS4 is a huge success and to abandon it in 4 years would be suicide.
 

Dranakin

Member
Please be priced at 299.99 USD or lower.

Edit: Please be priced at 299.99 for the standalone headset. 400.00 for the Headset + Camera + 2x Move Controllers. Do it.

It requires Move controllers? Are these the same move controllers as for the PS3, or something new that will be released?
 
Has there been any rumor or confirmation that this can be used in cinema mode? Allowing you to use the vr in non vr games as a second screen.

Only speculation. It would make a lot of sense if it could do something like that but I don't know what processor it has.
 
Has there been any rumor or confirmation that this can be used in cinema mode? Allowing you to use the vr in non vr games as a second screen.

I've said it before and I'll say it again, a "cinema mode" where a VR headset is used to simulate a large virtual screen at a comfortable viewing distance is pointless: you would be using just a small part of the PSVR's 1920x1080 display to try to render content designed for HD displays. The graphics would be a fuzzy mush, and as for on-screen text? No chance of it being readable.

Outside of some really niche applications where a sub-SD resolution wouldn't affect the experience it's just not going to work.
 

Piggus

Member
Just increased my predicted sale price to $400 :-(

Lol based on what? The size of the external box? We don't even know what's in it. But whatever it is, it's probably nothing too expensive.

Price of new hardware is something Gaf is terrible at predicting. You guys need to think more carefully about the individual components that make up a VR headset. They're really not that complicated.
 
i need confirmation that there will be a bunch of relaxing non-gamey experiences, just floating in space or diving with whales or some shit like that. i need it. or something that makes me feel absolutely tiny, giving me the perspective of an ant for example.

or just give me some fun gamey games, i'll take that.
 

Bowler

Member
I've said it before and I'll say it again, a "cinema mode" where a VR headset is used to simulate a large virtual screen at a comfortable viewing distance is pointless: you would be using just a small part of the PSVR's 1920x1080 display to try to render content designed for HD displays. The graphics would be a fuzzy mush, and as for on-screen text? No chance of it being readable.

Outside of some really niche applications where a sub-SD resolution wouldn't affect the experience it's just not going to work.

I thought the hmz1 headset got good reviews?
 

liquidtmd

Banned
VR is great

$299 perhiphals aimed at the PS4 userbase less so

A few great games, shit load of shovelware, a small install base and death within two years.

PSVR2 will explode though
 
If the social aspect of this leads to a game being made that is similar to Knightmare TV show then ill be on board my parents will be on board my mates will be as well.

Hell they could even do a TV advert of a family sitting in the living room with 1 of the kids with the headset on and the rest of them guiding them through the dungeon to sell it to families.

That's amazing!! I loved that show as a kid and I would be all over that!!
 
I thought the hmz1 headset got good reviews?

PSVR ain't an HMZ. Maybe someone with more expertise can comment, but my understanding is that the HMZ viewers had a far narrower FOV than a VR headset. To get VR immersion a headset needs to pretty much fill the field of view.

HMZ has a small hi-res sweet spot, PSVR has a broad FOV, but the resolution for the cinema-mode sweet spot would be much lower.
 

jaypah

Member
I've said it before and I'll say it again, a "cinema mode" where a VR headset is used to simulate a large virtual screen at a comfortable viewing distance is pointless: you would be using just a small part of the PSVR's 1920x1080 display to try to render content designed for HD displays. The graphics would be a fuzzy mush, and as for on-screen text? No chance of it being readable.

Outside of some really niche applications where a sub-SD resolution wouldn't affect the experience it's just not going to work.

Some people don't mind the resolution trade-off for a perceived gigantic screen. I play games on a virtual screen with my DK2 and I don't mind the resolution loss at all when it feels like I'm looking at a 100 foot tall screen. It's fun for me and sort of a mindfuck. I can't be the only one who digs it. Especially when you think about the masses of people who watch everything in barely HD streaming format.
 
I thought the hmz1 headset got good reviews?

hmz1 works differently, it displays full frame picture to both eyes not a pair of lens distorted 960*1080 frames, and is always lined up with your face instead of being able to look around a VR room.

I think plenty of ps4 games would work absolutely fine though, and you could simulate an fov-filling front row imax screen if you wanted :p
 

androvsky

Member
I thought the hmz1 headset got good reviews?

The HMZ-1 works very differently. All of the resolution of the OLED is put towards the video playing on the screen, on the VR headsets only a small portion of the display's resolution can be used for video, unless you want to sit virtually 5 feet from a 40-foot screen so you have to look around to see the whole image. Unless Sony's secret to reducing screen-door effect is to simply use a 4K display and upscale games but not video, it's not going to come out very good.

That said, I think they'll do it anyway.
 
Some people don't mind the resolution trade-off for a perceived gigantic screen. I play games on a virtual screen with my DK2 and I don't mind the resolution loss at all when it feels like I'm looking at a 100 foot tall screen. It's fun for me and sort of a mindfuck. I can't be the only one who digs it. Especially when you think about the masses of people who watch everything in barely HD streaming format.

Like I said, some niche titles would work OK (flower and journey spring to mind). Anything with small text is going to be tough to play. Good luck with the Witcher 3 inventory screens on your simulated 480p giant screen!
 
Well cinema apps tend to get a lot of praise don't they?
And for the Witcher 3 I assume that it isn't blocked fom Vita remote play, despite tiny text.
 

TTP

Have a fun! Enjoy!
Time warp is happening on the PS4 gpu at least according to the last dev presentations I saw. It's also not a new addition... I thought the 120hz screen refresh was there from the first spec reveal too, contrary to the suggestion in the Eurogamer article (?)

This.

Do we know how exactly the box works with regards to outputting not the unwarped image, but the totally different one in multiplayer games like Playroom VR Monster Escape?

Maybe that's what contributes the most to the size of the box.
 
It could be rs232 for as much relevance that has to the problem of needing to plug both ends of the ps4 into the same box.

Really? I think it's relevant: I don't see any technical reason they couldn't use a small USB hub to split the AUX connection between the camera and the PSVR box. It's certainly preferable to having an HDMI plugged in the back and a USB in the front.
 
i need confirmation that there will be a bunch of relaxing non-gamey experiences, just floating in space or diving with whales or some shit like that. i need it. or something that makes me feel absolutely tiny, giving me the perspective of an ant for example.

or just give me some fun gamey games, i'll take that.

I'm kinda thinking the same thing. I have not done much research on it but I think that Gear VR is supposed to fill this niche of having more experience driven things like virtual tours and stuff like that. It's not going to have anywhere close to the gaming experience of the other sets but it is also only a $100 entry price for the headset. If you already own a compatible Samsung phone (which I do...I think) then that is a pretty great price for entry if you just want to dip your toes in the VR pool without a big investment.
 
This.

Do we know how exactly the box works with regards to outputting not the unwarped image, but the totally different one in multiplayer games like Playroom VR Monster Escape?

Maybe that's what contributes the most to the size of the box.

I read an article which seemed to indicate that the second (multiplayer) viewpoint was rendered separately, encoded to H264 using the Share hardware and piped to the external PSVR box over USB. The breakout box then decodes the stream and sends it out on the TV HDMI.
 
I've said it before and I'll say it again, a "cinema mode" where a VR headset is used to simulate a large virtual screen at a comfortable viewing distance is pointless: you would be using just a small part of the PSVR's 1920x1080 display to try to render content designed for HD displays. The graphics would be a fuzzy mush, and as for on-screen text? No chance of it being readable.

Outside of some really niche applications where a sub-SD resolution wouldn't affect the experience it's just not going to work.

Perhaps that's why they have a greater density of pixels at the center of the screen.
 
This is a major concern for me; I was hoping the Eurogamer article would reveal an AUX in and AUX out. I really don't want a USB cable trailing round the front of the PS4 permanently.

In this photo, they seem to have it set up completely (there was a video interview with this photo where it was operational), and the only thing plugged into the front is the Move charger.

PlayStationVR-at-Immersed-2015-8_w_1000.jpg


Im wondering if we are 100% sure it will plug into the front USB?


EDIT: In this video, the charger appears to be gone, but there is still a USB cord plugged into the front. Is the charger just moved, or is this the breakout box now plugged in instead??

https://youtu.be/vBugMeeZE2Q?t=5m54s
 
In this photo, they seem to have it set up completely (there was a video interview with this photo where it was operational), and the only thing plugged into the front is the Move charger.

PlayStationVR-at-Immersed-2015-8_w_1000.jpg


Im wondering if we are 100% sure it will plug into the front USB?

I'm really hoping that it won't plug into the front, and this photo gives me more reason to believe that they'll use some kind of passive USB hub plugged into the AUX connector to let the camera and breakout box share the same USB3 connection.

Can you tell from the photo where the USB and camera cables are going?
 
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