Bummer. FPS seems to me the best fit.
But again, havent tried VR yet.
FPSes have too much rapid acceleration and deceleration. Resulting in motion sickness.
Bummer. FPS seems to me the best fit.
But again, havent tried VR yet.
Very cool. I wonder how they'll address possible judder since it's a 120hz display.
Even then the Vive and Oculus are essentially sending half the total resolution to each eye, like PSVR.PSVR only has one screen, it doesn't need to send to send 2 images. rift and vive each have two screens (one for each eye)
Even though it only uses one panel, it still needs to send two images, one for each eye. The optics split the one panel into two.PSVR only has one screen, it doesn't need to send to send 2 images. rift and vive each have two screens (one for each eye)
I could have sworn a few people said they couldn't discern a noticeable difference between 60 FPS reprojected, and 120FPS reprojected. If that holds any truth, the only reason for a 90hz mode that I could see, would be to experiment with 45fps reprojected. People say 60 native is quite convincing with Sony's implementation of timewarp, perhaps 45's not nearly as bad as we think?
Couldn't you do it though? I know it hasn't been announced, but would it be technically difficult to do a smooth reprojection of 45 to 90 fps?There is no such thing as 45 fps nor 45fps reprojected. There is only 60to120, native 90 and native 120. That's it.
And of course there's a difference between reprojected and native..
There is no such thing as 45 fps nor 45fps reprojected. There is only 60to120, native 90 and native 120. That's it.
...
Also Sony should allow users to chain 2 PS4 together to get native 120 fps on PSVR games.
This reminds me of a technical showcase sony did with Wipeout HD. There they chained together 4 ps3's, for either 4k@60 or 1080@240. Can't find the article anymore sadly.
Couldn't you do it though. I know it hasn't been announced, but would it be technically difficult to do a smooth reprojection of 45 to 90 fps?
There is no such thing as 45 fps nor 45fps reprojected. There is only 60to120, native 90 and native 120. That's it.
And of course there's a difference between reprojected and native.. If there wasn't, 1. It wouldn't be optional in PSVR.. 2. Reprojection/Async Timewarp would be built into every GPU on the market for decades already.
Additionally, the frame rate ratio between the game rendering and device refresh rate affects the perceived quality of the motion judder. In our experience, ATW should run at a fixed fraction of the game frame rate. For example, at 90Hz refresh rate, we should either hit 90Hz or fall down to the half-rate of 45Hz with ATW. This will result in image doubling, but the relative positions of the double images on the retina will be stable. Rendering at an intermediate rate, such as 65Hz, will result in a constantly changing number and position of the images on the retina, which is a worse artifact.
PSVR only has one screen, it doesn't need to send to send 2 images. rift and vive each have two screens (one for each eye)
You can have 90 + reprojection and 120 + reprojection.
I thought they did that for Gran Turismo.
it has to render two images for each eye regardless. doesn't matter if it's one screen or two, it has to spend resources rendering two images, one for each eye. this costs more than just rendering the game in non-VR and thus increases the overhead for VR games compared to non-vr
So my question was, if 60 FPS games are made very convincing by the nature of the 120hz panel, would 45 FPS be convincing in their now slowed down frequency mode. Because if 60 is amazing, why would they bother trying for 90?
This was taken from the blog you quoted
The very same blog which explained some of the issues with ATW. As it says; ATW is not a silver bullet. And if it was, why would Sony make native 90 and 120 Hz optional, they would be redundant.
PSVR may be amazing in itself so-to-speak, but I wouldn't use the word "amazing" about reprojection/atw as a framerate doubler as long as there are other better options. I'd rather use the words "adequate in some scenarios".
The very same blog which explained some of the issues with ATW. As it says; ATW is not a silver bullet. And if it was, why would Sony make native 90 and 120 Hz optional, they would be redundant.
PSVR may be amazing in itself so-to-speak, but I wouldn't use the word "amazing" about reprojection/atw as a framerate doubler as long as there are other better options. I'd rather use the words "adequate in some scenarios".
I don't know. The page that the email links to is still up and it still says curved.so I guess that official email that mentioned a Curved OLED screen was a mistake then huh?.... *sad panda*
it has to render two images for each eye regardless. doesn't matter if it's one screen or two, it has to spend resources rendering two images, one for each eye. this costs more than just rendering the game in non-VR and thus increases the overhead for VR games compared to non-vr
I was wrong, here in this video a guy from sony confirms that it has 2 1080p screens!
Then what is the point?Also don't expect a lot of traditional games in VR. The medium is ill suited even for standard fpses.
Then what is the point?
Then what is the point?
It is an amazing experience, but games have to be designed for VR.
Which doesn't mean classic genres can't use it. If done well any genre of game can be done with it.
PSVR may be amazing in itself so-to-speak, but I wouldn't use the word "amazing" about reprojection/atw as a framerate doubler as long as there are other better options. I'd rather use the words "adequate in some scenarios".
You'll note I said traditional FPS design, which surely does not work well in VR. A FPS in VR needs to be designed specifically for VR. Same for any other game such as a platformer.
As somebody stated above, cockpit based games are easiest to transition without specifically changing the game design.
Reprojection is still used with Oculus and PSVR at native fps - as far as onscreen information is concerned it's always being faked.Dreamwriter said:This is good news, it means we'll have more games rendering at native framerates rather than faking it.
Strictly speaking when you have control over the Async shaders, nothing is stopping you from doing 45->90 upsample. Whether it's temporally acceptable to the user and whether the platform holder would allow you to ship software with it is another question.bj00rn_ said:There is no such thing as 45 fps nor 45fps reprojected.
Didn't Sony do a closed door presentation on this at E3? One of their research guys cludged together a control system that reduced a lot of the nausea caused by fast moving FPS by a combination of using the Move gun add-on and some clever design?
I remember reading that making the environment spread out, so distance cues were more difficult to make, and creating unfamiliar environments were the key.
You'll note I said traditional FPS design, which surely does not work well in VR. A FPS in VR needs to be designed specifically for VR. Same for any other game such as a platformer.
As somebody stated above, cockpit based games are easiest to transition without specifically changing the game design.
They did.I thought they did that for Gran Turismo.
That said, if you think Half Life 2 and Doom 3 don't work well in VR I'm going to presume you haven't played either. Both work fantastically well, and both are significantly enhanced by the format.
I got sick playing those. Additionally they were modded to work better in VR. Things developers have said regarding this. VR needs slower movement speed, independent head movement (obviously) and appropriate scaling of the world. You may have found it fine, but I'm fairly sure that VR needs to be palatable to people without forcing them to get VR legs, if they get them at all; I haven't so far (for those games) but I've only ever tested it in limited sessions.
Strictly speaking when you have control over the Async shaders, nothing is stopping you from doing 45->90 upsample. Whether it's temporally acceptable to the user and whether the platform holder would allow you to ship software with it is another question.
Good, if devs want to put a simpler game out that isn't as taxing, 90 or 120fps will help a lot
The very same blog which explained some of the issues with ATW. As it says; ATW is not a silver bullet. And if it was, why would Sony make native 90 and 120 Hz optional, they would be redundant.
You definitely want to keep reprojection on, also at 90 / 120 if you can hit the framerate target. We've used it at 120 native to get an extra edge.
It works really well.
Two PS4s in SLI would be nice, once they become cheaper.
I haven't tested it myself yet - but I'd guess the latency you end-up reprojecting for becomes too large resulting in (too)visible artifacts.bj00rn_ said:but perhaps there's a reason for that..