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Sony's Shuhei Yoshida: newly announced product at CES 2014 (VR headset?)

Kyoufu

Member
Newly announced? If my English isn't failing me here they're referring to a recently announced product... so Vita TV?
 

James Sawyer Ford

Gold Member
VR is going to be the future, but in a lot of ways it will be like 2D - 3D transition, games will have to be completely re-thought and built for the ground up.

I hope Sony has Media Molecule working on the standout, built for the ground up, AAA, VR launch title. Their work on the Vita, taking advantage of all of its features, with only an 8 person team was spectacular. Imagine a much bigger team working on VR?

Plus, their engines have a simplistic beauty about them. Gorgeous, but they aren't technically demanding. This would fit well with the power restrictions that VR will impose on them. I can only imagine how good a papercraft world in VR would be.

Basically, what I'm saying is that VR will need its "Mario 64" or "Wii Sports" to lead the way and increase adoption. I don't think tacked on experiences will be all that great
 

satam55

Banned
5I5s8.png

Sony Bringing Virtual Reality Headset To Both PS4 + PC [Specs, Price, + Info Here]

- Exact specs for Sony’s two models (based on pre-existing HMZ-T1 + HMZ-T3W) of their upcoming Virtual Reality Headset

- Currently Wearable HDTV Technology Discussed

- Platform Support Includes Both Steam and PlayStation 4 Games

- Price Range, Graphics Format Support, 3D + 4K Support, HDMI Ports Discussed

- PlayStation 4 Eye Required To Use Virtual Headset On PS4

- OLED Technology and Release Date Window Discussed

- And More [Listen / Watch Show Below]

http://www.youtube.com/watch?v=s6GoPIxWvBc

http://realgamernewz.com/24529/rgn-podcast-sony-bringing-virtual-reality-headset-to-both-ps4-pc-specs-price-info-here
 

CDV13

Member
I think I am the only poster on this site that has no desire to use VR. Also, that stuff makes me really nauseous. I just don't see the need. Hopefully they never make it necessary if they do come out with a headset.
 

xn0

Member
As someone that has both the Oculus Rift and a Sony HMZ-T2 with TrackIR I can tell you that the HMZ-T2 is definitely not made for VR. The tunnel effect is pretty large and is like watching a 60" screen at 10 feet or so in a dark room.
 

kasane

Member
As someone that has both the Oculus Rift and a Sony HMZ-T2 with TrackIR I can tell you that the HMZ-T2 is definitely not made for VR. The tunnel effect is pretty large and is like watching a 60" screen at 10 feet or so in a dark room.

Correct me if I'm wrong but, i thought the HMZ-T2 wasn't really made for VR from the start
 
This is what I think and hope.
We know the VR is coming eventually (or within a year, even), so I too would love an official announce of the Vita TV for the West. We're going to get Sony fatigue in a hurry if they keep revealing their huge stuff within just a year of the PS4's release.
 

wizzbang

Banned
1080p @ 60fps VR on PS4 will be a true winner.

My Oculus dev kit is blowing minds at 1280x800 resolution

1080p x2 for both screens,.......... on the PS4? With modern graphics?
Nope.
I love my PS4 but I'm not fucking delusional.
Not going to happen.
 
1080p x2 for both screens,.......... on the PS4? With modern graphics?
Nope.
I love my PS4 but I'm not fucking delusional.
Not going to happen.

I thought it worked on a single 1080p screen with special lenses to give the appearance of stereoscopic 3D? It didn't actually have to render it twice...

Edit: Beaten...
 

Durante

Member
I thought it worked on a single 1080p screen with special lenses to give the appearance of stereoscopic 3D? It didn't actually have to render it twice...

Edit: Beaten...
The lenses don't "give the appearance of stereoscopic 3D". The game is rendered stereoscopically, 2 times with separate viewports. Each of those views is designed to fill e.g. 960x1080 of the screen, but to get 1:1 pixel mapping in the center you need to render around 1200x1200 pixels per eye.

The lenses together with the screen space distortion of the image serve to increase the field of view.
 
I suspect that's the purpose of the light bar on the DS4. The camera can track the position and facing of the light bar, effectively turning the DS4 in to a laser pointer. You'll move your character with the left stick as you do now, and the right stick will be used to change facing — turning your body left or right. You'll be able to look around freely using the tracker built in to the headset, and you'll aim your weapon using the laser pointer function of the DS4.

You know what? That's a very good point.

Why would Sony go to the trouble of designing a huge led light that takes a big portion of the controller (and that can't be turned off), just so the camera can select the right position for split screen games. Seems very wasteful.

I think it's pretty much a given that it's meant to be used in conjunction with the VR stuff.
 

RoboPlato

I'd be in the dick
The lenses don't "give the appearance of stereoscopic 3D". The game is rendered stereoscopically, 2 times with separate viewports. Each of those views is designed to fill e.g. 960x1080 of the screen, but to get 1:1 pixel mapping in the center you need to render around 1200x1200 pixels per eye.

The lenses together with the screen space distortion of the image serve to increase the field of view.

I really hope they can pull off a res like that at 60fps. The VR rumors are the only thing that makes me think that the old rumor of Sony emphasizing 60fps was true.

I'd also love to see SF get a patch to up the framerate to make it work with VR.
 

DieH@rd

Banned
1080p x2 for both screens,.......... on the PS4? With modern graphics?
Nope.
I love my PS4 but I'm not fucking delusional.
Not going to happen.

That's not how the Oculus Rift works. It has only one screen, SBS 3D rendering with pre-calculated anti-fisheye warping that is eliminated when light goes through very cheap wide angle lenses. Very efficient and cheap design that gives great results. Whatever Sony is preparing next, it will have same setup.
 
This can be anything...

VR
Affortable 4K
Vita Phone
VitaGo
Cheaper Vita memory sticks
VitaTV
new awesome Xperia phone


But I'm hoping for cheap and very high quality VR competitor to Oculus Rift.
Also a version of Nasne for the US. CES 2014 is going to be about the connected home CEA-2014.
 

Doctor_No

Member
1080p x2 for both screens,.......... on the PS4? With modern graphics?
Nope.
I love my PS4 but I'm not fucking delusional.
Not going to happen.

There are two ways of going about making a stereoscopic 3D image.

1.) Render two separate images. This is the primary route that Sony has taken with the PS3.

Ideally, you could render to images at the same resolution at the same frame rate. But this is almost never the case. A 60fps game can be made a 30fps, or you can make a 1080p game a 960x1080 per eye and scale horizontally. Also, AA is absolutely crucial for S3D, as differences in jaggies from L and R eyes can cause some serious artifacts. Its better to have a lower resolution S3D image with AA than a high resolution S3D without.

2.) Second method is through the use of reprojection. As mentioned by others, you only need a single 2D (monoscopic) image and a depth map. From this you can produce a S3D image. And there are already off-the-shelf solutions for this: Trioviz (UE3), Darkworks, Crytek, etc.

However, there are downsides to using this method. As this is a post-processing technique, its not really developing independent images, so there can be 'cardboarding' artifacts to this method, and a it can add a few ms of latency. But by using this method you can run a game at much higher resolution and framerate with a fairly convincing S3D look. Furthermore, Sony has already done development for reprojection with the PS3, where it is offloaded to the SPUs, which shouldn't be hard to carry over to the PS4.

http://www.4gamer.net/games/032/G003263/20110810012/
EviASQZ.jpg


Also a version of Nasne for the US. CES 2014 is going to be about the connected home CEA-2014.

While I think this is a good idea, as it could add TV/DVR capabilities to rival the XB1 to the PS4, they've done this before with LocationFree TV, and it was pretty half-baked.

A HDD-less one for sub-$100 I think could have a market.
 

doemaaan

Member
Less than one week away. Any new rumors around the water cooler yet? Is this new product Shu hinting about supposed to be revealed during Kaz's keynote speech or some other time?
 

Varth

Member
Less than one week away. Any new rumors around the water cooler yet? Is this new product Shu hinting about supposed to be revealed during Kaz's keynote speech or some other time?

Can't fucking wait. I'm litteraly foaming at the mouth.
 

Varth

Member
Don't get too hyped, that little Tweet is all we got...but at least we'll know soon!

Nah, there were rumours backed up by multiple sources some time ago. I think it was a given that it was a matter of time for the unveil.

That, and I *LOVE* to hype :D
 
jeff_rigby said:
Also a version of Nasne for the US. CES 2014 is going to be about the connected home CEA-2014.

While I think this is a good idea, as it could add TV/DVR capabilities to rival the XB1 to the PS4, they've done this before with LocationFree TV, and it was pretty half-baked.

A HDD-less one for sub-$100 I think could have a market.
With firmware update 2.0 for Nasne and just released APPs for Android and Vita, the Hard disk in the Nasne is now a network drive for Android and Vita as well as a DVR. This update is following Open source Standards that other Media Gateways are supporting and those DVR DLNA-RVU servers also have hard disks and will support Samba local network and Remote network access. This has been in the works for years but waiting on "Standards". The FCC is mandating that all Cable DVRs have to support DLNA-RVU CVP-2 by June 2 2014 and Comcast is releasing to the public their Open Source Standard for this by Feb 2014. That, I think, is the earliest that it will be in the PS4 and PS3.

3.jpg


Sony CEO Kazuo Hirai is slated to deliver a keynote address as part of the Tech Titans keynote series, "where CEOs from the most powerful companies in technology present their vision for revolutions in products, services and networks."
It could be a VR headset or Nasne and Sony's vision for the Connected home which dates back to 1995 and in 2003 when they started the DLNA Org.
 

Thrakier

Member
Is the Ps4 really powerful enough to power a good VR headset?

I am kind of ignorant of these things, but from what I understand it will take a beefy GPU to power the Oculus rift at acceptable framerates, right?

So I am not sure how this will work.

Depends on the quality of graphics.On PS2/PS3 levels, probably.
 
Nah, there were rumours backed up by multiple sources some time ago. I think it was a given that it was a matter of time for the unveil.

That, and I *LOVE* to hype :D

Yes I do believe it exists, but I just don't know if they already want to show it. I love the hype too, but last year I was in a permanent state of overhype due to nextgen, I need a brake ;)

Edit: Thuway allegedly heard, that Sony Santa Monica is working on a VR game, he's posting a ton of stuff on Twitter, but it's a PITA to read, Twitter wasn't made for that.

https://mobile.twitter.com/thuway/status/418667366981984256?screen_name=thuway
 

gofreak

GAF's Bob Woodward
Another little patent filed last year, by SCEJ researchers. Around a 'optical see-through HMD' - i.e. one that can also do AR stuff, illustrated in combination with Move.

http://www.freepatentsonline.com/20140002329.pdf

iAYQ3U2.png


zZzXb9M.png


QroyC7s.png


I think this is probably work that followed on from the TGS 2012 AR HMD prototype.

It'll be interesting to see if their commercial model encompasses AR. I'm a little unsure, depending on how 'tethered' one will be with one of these.
 
Another little patent filed last year, by SCEJ researchers. Around a 'optical see-through HMD' - i.e. one that can also do AR stuff, illustrated in combination with Move.

http://www.freepatentsonline.com/20140002329.pdf

iAYQ3U2.png



I think this is probably work that followed on from the TGS 2012 AR HMD prototype.

It'll be interesting to see if their commercial model encompasses AR. I'm a little unsure, depending on how 'tethered' one will be with one of these.
In the PDF they are transparent lenses with head mounted second camera. So not like previous head mounted displays, more like Google Glasses.
 

satam55

Banned
Another little patent filed last year, by SCEJ researchers. Around a 'optical see-through HMD' - i.e. one that can also do AR stuff, illustrated in combination with Move.

http://www.freepatentsonline.com/20140002329.pdf

iAYQ3U2.png


zZzXb9M.png


QroyC7s.png


I think this is probably work that followed on from the TGS 2012 AR HMD prototype.

It'll be interesting to see if their commercial model encompasses AR. I'm a little unsure, depending on how 'tethered' one will be with one of these.


When are some people gonna admit they're some motion games that are better to use with a PS Move than to go hands-free? Star Wars Kinect is a prefect example of a game that would be better with a PS move than to go hands-free.

In the PDF they are transparent lenses with head mounted second camera. So not like previous head mounted displays, more like Google Glasses.

This looks like it deserves its own thread.
 
Depends on the quality of graphics.On PS2/PS3 levels, probably.

And how did you come to this absurd conclusion? A few, quick calculations clearly show that the PS4 will probably have no big problems powering a VR device (especially now that devs are more experienced and can write code which is better optimised):

Killzone: Shadowfall MP:

1920 x 1080 x 60 = 124.416.000

Oculus Rift (Consumer version):

2 x 960 x 1080 x 60 = 124.416.000

Alternative VR headset display:

2 x 1280 x 720 x 60 = 110.592.000
 

YuShtink

Member
Gemüsepizza;95614225 said:
And how did you come to this absurd conclusion? A few, quick calculations clearly show that the PS4 will probably have no big problems powering a VR device (especially now that devs are more experienced and can write code which is better optimised):

Killzone: Shadowfall MP:

1920 x 1080 x 60 = 124.416.000

Oculus Rift (Consumer version):

2 x 960 x 1080 x 60 = 124.416.000

Alternative VR headset display:

2 x 1280 x 720 x 60 = 110.592.000

It's not as simple as that. Yes you are displaying the same amount of pixels, but you have to draw the scene and calculate a lot of stuff twice that you'd only have to calculate once per frame in a normal display. It's more akin to running Killzone Shadowfall in split screen multiplayer @ 1080/60 instead of single player.
 

onQ123

Member
Another little patent filed last year, by SCEJ researchers. Around a 'optical see-through HMD' - i.e. one that can also do AR stuff, illustrated in combination with Move.

http://www.freepatentsonline.com/20140002329.pdf

iAYQ3U2.png


zZzXb9M.png


QroyC7s.png


I think this is probably work that followed on from the TGS 2012 AR HMD prototype.

It'll be interesting to see if their commercial model encompasses AR. I'm a little unsure, depending on how 'tethered' one will be with one of these.


I'm hoping that Sony HMD is more like the old Sony Video Glasses concept from 2009 than Oculus Rift.

Sony's Concept Video Glasses with Tom Hanks




I'm sorry but Oculus Rift isn't going to make it in the mainstream market until they cut down on the size & also give people a way to see out in the real world when needed because it seems a little bit too overwhelming with the design that they have now.



I would rather have Mixed Reality than Virtual Reality.
 

FrunkQ

Neo Member
It's not as simple as that. Yes you are displaying the same amount of pixels, but you have to draw the scene and calculate a lot of stuff twice that you'd only have to calculate once per frame in a normal display. It's more akin to running Killzone Shadowfall in split screen multiplayer @ 1080/60 instead of single player.

Not really, there are a load of shortcuts you can take as you are just rendering the SAME view from a slightly different viewpoint. Most of the calculations are done already, just another render pass. A split screen view is a totally different perspective which may involve more textures, different characters, different animations and so on...

I have Oculus Rift and you do require a bit of a beast of a machine to render it properly I imagine for 2 main reasons:
- many OR games run with a "hacked" graphics driver, which is hardly the most efficient way of doing things
- the rest tend to be put together on Unity, which is very powerful, but hardly hitting the metal, as it many many layers of abstraction

On the PS4 you will have dedicated tools (based on the extensive experience Sony has with stereo gaming) and will be much closer to the hardware.

At most you would need no more than 50% extra rendering to serve your VR headset. In fact I imagine those "spare" CU's and GFX cores [the ones that "unbalance the system" :) ] are ideally suited to the task. You don't really need to hit the CPU for this.

What I am saying is it is probably possible to knock out XB1 level graphics on the PS4 through a VR headset.

EDIT: BTW - I think at CES they will just be announcing the Vita TV in worldwide markets... I think they will have a Playstation event in Feb like last year for announcing the VR headset with a "Holiday Period" release date in mind again. Ideal timing to disrupt MS momentum as it starts to build for Titanfall, also lines up with Driveclub release (as a title rumoured to use it).
 
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