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Developer: PS4 Neo exists because PVR was going to be awful on reg PS4s[debunked]

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thelastword

Banned
The denial and the exaggerations built on top of that in this thread is hilarious to be honest.
People really want to believe that their PS4 will be a good VR machine.
Lele, why not? Why won't it be a good VR machine, impressions of the games have been the most favourable of all hardware released so far. Not speaking resolutions and technical details as there is beefier hardware, but impressions of the games, the thing which will engage and usher people into VR has been positive. Even impressions of framerates and rez has been good as well, so why exactly won't it be good?

Fact is there's always going to be more powerful hardware, but without the games, where are you at. Correct me if I'm wrong, but a couple of VR sets have already launched, they are more powerful than the PSVR, but how are they really doing in the market, has a game really captivated the market yet. Do you think VR has taken off on the shoulders of just more powerful hardware?
 

JamesAR15

Member
This article sounds like clickbait BS. So all those demos people have been playing at events, they were not running on PS4?
 

mrklaw

MrArseFace
For what it's worth, both oculus rift and vive have systems that allow it to temporarily run games at 45fps and use time warp to render 90fps in the headset. So a minimum 60fps reprojected to 120 on ps4 should be fine, even if native 90 would be better.
 

orochi91

Member
/thread

The thread is Gaf at its absolute worst. Inaccuracy & misinformation all over the place, chronic hyperbole, people not just jumping but pole-vaulting to poor conclusions, not to mention a smattering of Xbone fans stirring the pot.

First, the quoted article is a re-write of one from Edge, so it isn't even the original source.

Second, this is one anonymous person as a source, contradicting not just press reports but the words of fellow gaffers, gamers and devs who post here, who gave experience of using PSVR.

Third, the PC comparisons are really pointless. Vive and OR are pushing nearly twice as many pixels just to achieve the baseline resolution for the panels.

Finally, that the re-write article YET AGAIN repeats the erroneous information about the breakout box is a big red flashing alarm.

+1
 

styl3s

Member
Theres alot of positive impressions out there that seem to invalidate this.
Having played the PSVR on 3 different occasions running on a PS4 i can tell you this is complete bullshit.

Yeah, games are going to run better on PS4 Neo and games will start to be developed for it but as far as all the launch games i have played they all run fine.

The denial and the exaggerations built on top of that in this thread is hilarious to be honest.
People really want to believe that their PS4 will be a good VR machine.
Except for the fact i have played them and they run and play fine. There is no denial there are only facts.
 

Alx

Member
It's not an everything or nothing situation, and the quote is certainly inflated out of context. Like everybody mentioned before we already know that many VR games will be fine on vanilla PS4, just like we can easily imagine that other games would struggle to reach their target while doing VR (in three words : Gran Turismo Sports).
 
If this is true, then they should have announced the Neo before the PSVR. Otherwise, this is a real scumbag move on Sony's part.

That said, I don't think this is true.
 
That sounds bullocks given the headset itself already has concessions for working on a Ps4 like the reduced resolution compared to others.

The biggest difference would be the visuals and the fact the it wouldn't need reprojection to achieve the desired refresh rate, but I doubt that makes the experience awful on Ps4 compared to Ps4k.
 

JamboGT

Member
People are really jumping to conclusions here. As I said earlier in the thread, I have used PSVR on a normal kit and it worked really well. And that was on one of the more graphically intensive games available.
 

AmyS

Member
"Developer: PS4 Neo exists because PVR was going to be truly awful on launch consoles"

http://www.ibtimes.co.uk/ps4-neo-ex...-awful-launch-consoles-says-developer-1562122

FOwZ77O.gif
 

JamboGT

Member
Yeah I used PSVR right after using the PC headsets and it stood up really well in comparison, a little more aliasing was the only big difference I found.
 

Vanillalite

Ask me about the GAF Notebook
It's not an everything or nothing situation, and the quote is certainly inflated out of context. Like everybody mentioned before we already know that many VR games will be fine on vanilla PS4, just like we can easily imagine that other games would struggle to reach their target while doing VR (in three words : Gran Turismo Sports).

Funny I had the same reasoning with the same title that also has no concrete VR info other than we are working on something.
 

v1lla21

Member
The denial and the exaggerations built on top of that in this thread is hilarious to be honest.
People really want to believe that their PS4 will be a good VR machine.
Have you played or used psvr?
Because it is good and it was running on a regular ps4. It may not be on part with PC VR but it's still a great experience.
 
The VR graphics on the PS4 won't be at Crysis levels but they will be perfectly fine. You are simply trading graphics for the presence of VR making you actually feel like you are in the game. There is no reason why the following levels of graphics can't be combined with excellent gameplay.

I'm not going out on a limb when I say that games didn't just become good once we hit the current level of gaming visuals. Also note that all PS4 VR games will be buttery smooth 60 FPS at a minimum.

RIGS
https://www.youtube.com/watch?v=BOBA8lmDKtY

tumblr_inline_o440jxMjit1t2dm81_500.gif


Battlezone
https://youtu.be/4bsIaSd7rRU?t=1m57s

Battlezone-giff.gif
 

Daft Punk

Banned
Gonna call this bullshit.

I have a DVT psvr dev kit sitting right next to me. We've already got our game running smoothly with a few simple optimizations at native 90 fps. Running at 60 requires no changes, but because of the degree of our freedom of movement we settled on 90 for maximum comfort for the user.

If we didn't have camera movement on multiple axes we could've left it at 60 and been done with it.

Granted, our game isn't quite the looker like Dark Souls or Uncharted or something, it has fully realized visuals with physics heavy gameplay. It was a bit challenging to track down those elements which tend to hit performance in unpredictable ways in VR, but we are hardly seasoned developers here.

Thank you for the insight. This thread is getting ridiculous.
 

mrklaw

MrArseFace
The two most compelling virtual worlds I've experienced are budget cuts and minecraft. Both have objects in the world that feel completely real and solid, and yet both have a relatively simplistic art style.
 
Post above mine I agree 100%

I have a Vive and the problem with high quality titles like some of The Lab, and the the problem with low graphic titles, like Bad Cuts and Job Simulator are exactly the same: the resolution of the screens is not good. A mask of pixels is visible and fine detail is lost to jaggies especially away from the sweet spot:

The power of the PC with current VR is irrelevant : the #1 thing to improve, the thing that makes the best difference, is he quality of the screen you are looking at along with the fresnel lens it's the thing most people are going to say about VR, whether the graphics are flat shaded lo-fi that can do 120fps, or high detail high shader stuff that comes close to chugging.

At this point after giving demos and so on, a lot of people are going to find the screen door and res the biggest barrier, and that will be the same for all 3 systems give or take.

They can make persuasive experiences in VR with fairly simple graphics. What I hope to see is higher res and better optics. 4K per eye with better glass. Failing that, low graphic games (which don't need gobs of power) actually suit the current resolution situation.
 
Since we're doing a launch PS VR title, I can say this is total shite!

We don't have a problem running at full speed in our title on a regular PS4.
 

Raven77

Member
Seems weird when previews were very/positive.

Well do we know for an absolute fact those previews were running on actual launch PS4's or were they running on some sort of more powerful dev box or PC? We've seen time and time again where a preview of a game looks better than the final product.
 
I think someone posted all the various 'reasons' for the Neo earlier in the thread, and a reply that said 'maybe it's all of them?'.
okay, so? the thing i'm saying now is more about psvr than it is Ps4K although the two subjects aren't mutually exclusive
 
/thread
The thread is Gaf at its absolute worst. Inaccuracy & misinformation all over the place, chronic hyperbole, people not just jumping but pole-vaulting to poor conclusions, not to mention a smattering of Xbone fans stirring the pot.

It's E3 time, it's what happens on most gaming forums anyway, "concern", fake rumors, mocking, exaggeration, hyperbole and what not.
 

cheesekao

Member
Gonna call this bullshit.

I have a DVT psvr dev kit sitting right next to me. We've already got our game running smoothly with a few simple optimizations at native 90 fps. Running at 60 requires no changes, but because of the degree of our freedom of movement we settled on 90 for maximum comfort for the user.

If we didn't have camera movement on multiple axes we could've left it at 60 and been done with it.

Granted, our game isn't quite the looker like Dark Souls or Uncharted or something, it has fully realized visuals with physics heavy gameplay. It was a bit challenging to track down those elements which tend to hit performance in unpredictable ways in VR, but we are hardly seasoned developers here.

Since we're doing a launch PS VR title, I can say this is total shite!

We don't have a problem running at full speed in our title on a regular PS4.
If actual devs chiming in aren't enough then I don't know what is.
 

Crosseyes

Banned
I can buy that the ps4 neo can really make a difference on graphics for games in VR but I mean we see how hyperbolic people can get on subtle graphical differences can make things look 'truly awful'.
 

Abdiel

Member
I fucking called it.

Knew VR was the main reason this thing exists.

Ahhhhhhhhhhhhhhhh few jidhjdhehrjfjf.


I want you to actually read the thread. To go through and see the actual devs and real, verified insiders call bullshit on this.

Then repeat this stupid narrative you continue to spout.

Please! Read the thread.

Matt and demonite and modus and the other dev all saying it's a pack of shit.

I don't care of people don't want ps4k, but this stupid narrative crap is driving me crazy. Stop! Stop feeding bullshit. It's ridiculous.

You too artisan. Read the thread.
 

Mung

Member
Ahhhhhhhhhhhhhhhh few jidhjdhehrjfjf.


I want you to actually read the thread. To go through and see the actual devs and real, verified insiders call bullshit on this.

Then repeat this stupid narrative you continue to spout.

Please! Read the thread.

Matt and demonite and modus and the other dev all saying it's a pack of shit.

I don't care of people don't want ps4k, but this stupid narrative crap is driving me crazy. Stop! Stop feeding bullshit. It's ridiculous.

You too artisan. Read the thread.

Yep this is total FUD.
 

Outrun

Member
Gonna call this bullshit.

I have a DVT psvr dev kit sitting right next to me. We've already got our game running smoothly with a few simple optimizations at native 90 fps. Running at 60 requires no changes, but because of the degree of our freedom of movement we settled on 90 for maximum comfort for the user.

If we didn't have camera movement on multiple axes we could've left it at 60 and been done with it.

Granted, our game isn't quite the looker like Dark Souls or Uncharted or something, it has fully realized visuals with physics heavy gameplay. It was a bit challenging to track down those elements which tend to hit performance in unpredictable ways in VR, but we are hardly seasoned developers here.

Thanks for the info :)
 
We all know Neo will allow for better graphics on PSVR games but I'm calling BS on this. Sony have been showing off PSVR for a long time now, running on standard PS4's, so unless they are hiding something, which seems unlikely and they could actually get in trouble for false advertising if they pulled a stunt like that, I would say this info is 100% not true.
 
Hm. Though I think one of the only logical reasons PS4 Neo exists is to get a power boost for VR, there's no way the PSVR games that release aren't going to run well on a regular PS4. VR games aren't like regular games where you can release a badly performing one. They HAVE to be rock solid or they become literally unplayable. At worst, they're just going to look worse than the Neo versions (just like pretty much every regular game).
 
Well do we know for an absolute fact those previews were running on actual launch PS4's or were they running on some sort of more powerful dev box or PC? We've seen time and time again where a preview of a game looks better than the final product.

Read the post directly above yours. There are several others just like it in this thread.

PSVR will be available for demo in Gamestops everywhere in June. Like another poster asked: is Sony suddenly going to pull a bunch of Neos out of their ass for those demo stations?
 

kyser73

Member
Read the post directly above yours. There are several others just like it in this thread.

PSVR will be available for demo in Gamestops everywhere in June. Like another poster asked: is Sony suddenly going to pull a bunch of Neos out of their ass for those demo stations?

Arrogant Sony lying to us all!!!!

They've had Neo units masquerading as base models for YEARS now, clearly.

/s
 

DeepEnigma

Gold Member
Gonna call this bullshit.

I have a DVT psvr dev kit sitting right next to me. We've already got our game running smoothly with a few simple optimizations at native 90 fps. Running at 60 requires no changes, but because of the degree of our freedom of movement we settled on 90 for maximum comfort for the user.

If we didn't have camera movement on multiple axes we could've left it at 60 and been done with it.

Granted, our game isn't quite the looker like Dark Souls or Uncharted or something, it has fully realized visuals with physics heavy gameplay. It was a bit challenging to track down those elements which tend to hit performance in unpredictable ways in VR, but we are hardly seasoned developers here.

Thanks for sharing.

"Truly Awful" coming from a "Technology Officer" seems bullshit to me as well. So hyperbolic for such an advanced position that deals with actual math and sciences.

The ps neo doesn't even officially exist and one unsubstantiated rumor already has people like "fuck Sony!".

Get out ya pitchforks fam!
 
All PSVR games so far had demos running on launch hardware.

This is sensationalist nonsense.
This. I played three games at PSX in December and all played extremely well. I played Hypercube, Kitchen Sink, and RIGS. And they were all very gorgeous and immersive in their own rights.
 
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