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Playstation VR GDC Presentation: March 15th

Rushy hinting at Driveclub VR at GDC on Twitter. Surely GTSport will be there too?

I think it's a no brainer it will be there. They showed it off at Paris Games Week (it's 60FPS!). With PSVR being a big part of GDC, I would be stunned if any of Sony's 1st party VR games (that are ready to be shown off) are not there.
 
Is there confirmation that this will not be streamed?

I don't know why Sony wouldn't stream this if it's the coming out party for PSVR (release date, price), but if it's not that then I understand why it won't be streamed.
 
I think it's a no brainer it will be there. They showed it off at Paris Games Week (it's 60FPS!). With PSVR being a big part of GDC, I would be stunned if any of Sony's 1st party VR games (that are ready to be shown off) are not there.

Driveclub VR isn't an official project yet though. I expect it'll be,and officially given a name/confirmed as a consumer product at that event.
 
I'm sure it's expected all over to be streamed with the ad being sent out to gaming sites.
Yeah it's just one of the IGN staff (Marty Sliva) said on Podcast Beyond that it won't be streamed, but I'm guessing that was just their speculation because I can't see anything saying that.
 
Driveclub VR isn't an official project yet though. I expect it'll be,and officially given a name/confirmed as a consumer product at that event.
Just for reference, I drove a car on a track in VR at PSX straight from vanilla Driveclub. Could be separate product, but could also simply be an add-on.
 
Is there confirmation that this will not be streamed?

I don't know why Sony wouldn't stream this if it's the coming out party for PSVR (release date, price), but if it's not that then I understand why it won't be streamed.
Maybe not live. There may still be a video later, last year was the same I believe.
 
I tried VR on Lisbon Games Week and it was a fantastic experience. I am curious about the price and the launch games it will get.
 
Ok, so you can buy a ps4 here in the uk for £270 right now (Amazon, cba to look anywhere else and I think it's usually ~300 anyway). I don't think it's unreasonable to think this'll come out at £250 tops. So a camera and a single move controller at £320. Then throw in a ps4 for the complete package at £600. All come with Playroom VR.

That'll cater to everyone. I initially thought you'd get all those little vr games they've been developing with the headset, but now they've turned them into full (if still small) games. Maybe a tenner each or buy the lot in a £40 package? Rigs will be the big launch title. Driveclub and other titles are already compatible. Announce dreams, nms and gt sport for vr this year.

That's pretty reasonable, right guys?
 
Good to see that they added the VR warnings in the firmware. Means it might be closer to getting released.

I dunno. Oculus added their own health and safety warning over a year ago when the DK2 was released. Not sure this indicates anything about an impending release.
 
Ok, so you can buy a ps4 here in the uk for £270 right now (Amazon, cba to look anywhere else and I think it's usually ~300 anyway). I don't think it's unreasonable to think this'll come out at £250 tops. So a camera and a single move controller at £320. Then throw in a ps4 for the complete package at £600. All come with Playroom VR.

That'll cater to everyone. I initially thought you'd get all those little vr games they've been developing with the headset, but now they've turned them into full (if still small) games. Maybe a tenner each or buy the lot in a £40 package? Rigs will be the big launch title. Driveclub and other titles are already compatible. Announce dreams, nms and gt sport for vr this year.

That's pretty reasonable, right guys?

Reasonable? That would be positively dreamy.
 
Here my PSVR (pessimistic) toughts / Question :

Question 1) Is PS Move really required. I see the headset only bundled with camera and using the dualshock for movement ? In my understanding, Move is only used to be able to simulate both arm/hands.. which is not a requiremnt in 80% of vr games

In my prefect world, VR first person shooter, play the same way as before vr except that head movement is accounted as an additional degree of freedom. [in addition to strafing (left stick) and torso rotation (right stick)]

------------------------

I seriously don't give a shit for demo/proof-of-concept games such as all previous Move/Kinect games. In 2015 E3, When the Tron demonstration started, I seriously tought that it was a joke... until the demo crashed...

Thought 1) I understand the theoretical hype about VR as a gaming appartus. I just don't understand the Real World Hype... I mean, in my opinion, if PSVR is to succed, it need to be playable with serious AAA games while sitting on couch, not gimmic games walking in the living room.

Thought 2) In the real world, The only way I am a PSVR day one buyer is if No Man Sky is VR compatible at lunch. I don't see another real game as VR exciting as NMS.

Thought 3) Sony really need to announce OTHERSSSS serious gameSSS / surpriseSSS at that GDC presentation.

Thought 4) As a Canadian, the volatility of the CAD dollar (within the PS4 lifespan alone) might have a big impact on PSVR sale on this side of the border. Games are sold 80 CAD now which is INSANE ! Imagine the 40% premium on VR hardware just because of CAD->US !

Thought 5) PSVR need to be PS5 compatible, if PS5 is in 3-4 year range. I won't pay half-thousand CAD $ of accessories.

Thought 6) Bonus if Sony open the marketplace of plenty of VR experience. Just think about museum exploration, interactive movie, 360 mp4 compatible (A.K.A P0RN = System seller)

Though 7) Hope driver will be available to PC or will leaks (by developper)
 
Here my PSVR (pessimistic) toughts / Question :

Question 1) Is PS Move really required.

Thought 1) I understand the theoretical hype about VR as a gaming appartus. I just don't understand the Real World Hype... I mean, in my opinion, if PSVR is to succed, it need to be playable with serious AAA games while sitting on couch, not gimmic games walking in the living room.

Thought 2) In the real world, The only way I am a PSVR day one buyer is if No Man Sky is VR compatible at lunch. I don't see another real game as VR exciting as NMS.

Thought 3) Sony really need to announce OTHERSSSS serious gameSSS / surpriseSSS at that GDC presentation.

Thought 4) As a Canadian, the volatility of the CAD dollar (within the PS4 lifespan alone) might have a big impact on PSVR sale on this side of the border. Games are sold 80 CAD now which is INSANE ! Imagine the 40% premium on VR hardware just because of CAD->US !

Thought 5) PSVR need to be PS5 compatible, if PS5 is in 3-4 year range. I won't pay half-thousand CAD $ of accessories.

Thought 6) Bonus if Sony open the marketplace of plenty of VR experience. Just think about museum exploration, interactive movie, 360 mp4 compatible (A.K.A P0RN = System seller)

Though 7) Hope driver will be available to PC or will leaks (by developper)


1. No it isn't but some games probably won't work without it

1. You answered this with question 6 if I'm not mistaken?

2. Agreed. It's a definite possibility.

3. I'm sure they will, if not e3. Adoption and libraries are both dependent on each other so the launch
titles HAVE to be solid

4. Yikes I can definitely understand that. Be glad you aren't in Brazil or Australia though

5 and 7. I hope so too,but it all depends on advancements. If they can crack locomotion, hand, or eye tracking we may see a new platform
 
So, I recently found this … somewhere … from a couple of months ago…
Screenshot%202016-03-07%2016.16.37.png

I'd rather not say too much about where, since this individual was inadvertently breaking their NDA, so I don't want to get them in to any more trouble if I can help it.

But yeah, apparently the current PSVR SDK offers a tool to both measure and store IPD information per-app. Sony had a patent a while back for auto-IPD adjustment, so perhaps it's now implemented in PSVR? More to come at GDC?
 
So, I recently found this … somewhere … from a couple of months ago…
Screenshot%202016-03-07%2016.16.37.png

I'd rather not say too much about where, since this individual was inadvertently breaking their NDA, so I don't want to get them in to any more trouble if I can help it.

But yeah, apparently the current PSVR SDK offers a tool to both measure and store IPD information per-app. Sony had a patent a while back for auto-IPD adjustment, so perhaps it's now implemented in PSVR? More to come at GDC?

Would you mind reminding everyone what IPD means please, Mr Surfer.

And fix the link
 
But yeah, apparently the current PSVR SDK offers a tool to both measure and store IPD information per-app. Sony had a patent a while back for auto-IPD adjustment, so perhaps it's now implemented in PSVR? More to come at GDC?

This would necessitate an eyes-facing camera in the headset, right? Does the PSVR headset have one? And, if so, is it also capable of operating at a sufficient throughput speed to facilitate foveated rendering in the future?
 
Yeah it's just one of the IGN staff (Marty Sliva) said on Podcast Beyond that it won't be streamed, but I'm guessing that was just their speculation because I can't see anything saying that.
don't always trust what someone from a gaming site says on a podcast. good chance they are speaking of the entire event or have their facts mixed up.

Surely since this is Sony's private press media briefing, rather than an actual GDC talk it could well be streamed ?

yeah GDC talks are exclusive to live GDC attendees iirc, this is a separate Press Event and could be streamed.

if there is a presentation followed by demonstrations then the presentation would be streamed but not the demonstrations.

they know there is a lot of interest in PSVR, more so then i think they initially thought so a stream for price, launch date and lineup seems like a no brainer.

the only reasons for not doing a stream would be because:
it's in the morning
there actually isn't a presentation
they don't announce price and date.
they don't have internet for a stream.
 
So, I recently found this … somewhere … from a couple of months ago…
Screenshot%202016-03-07%2016.16.37.png

I'd rather not say too much about where, since this individual was inadvertently breaking their NDA, so I don't want to get them in to any more trouble if I can help it.

But yeah, apparently the current PSVR SDK offers a tool to both measure and store IPD information per-app. Sony had a patent a while back for auto-IPD adjustment, so perhaps it's now implemented in PSVR? More to come at GDC?
I can't even tell if this is good, bad or something to get excited about. I'm sorry.
Could someone give an example?
 
I can't even tell if this is good, bad or something to get excited about. I'm sorry.
Could someone give an example?

It's potentially like being able to store Y-axis preference for first-person shooters at system level and having all games recognize it and adjust automatically, except for eye measurements.
 
*gives cookie*


And fix the link
That link will actually work if you're in the PlayStation dev program, but you wouldn't be able to tell us what you found there anyway. lol


This would necessitate an eyes-facing camera in the headset, right?
Not necessarily, though that would certainly do the trick. Sony have a patent describing a single camera mounted inside the face mask, aimed at the bridge of the nose. It can't actually see your eyes during use though. Instead, it watches your eyes as you don the headset, using the headset's tracking to help determine the distance from the camera to your eyes, which in turn allows them to measure the distance between your pupils.

But again, with a gaze-tracking system, you'll basically get IPD measurement for free.

Does the PSVR headset have one? And, if so, is it also capable of operating at a sufficient throughput speed to facilitate foveated rendering in the future?
Maybe? SMI are an eye-tracking company who have worked pretty closely with SCE and Magic Labs over the years, and they just demonstrated a solution which is basically ready to ship, and costs less than $10/unit at scale. So, fingers crossed.


I can't even tell if this is good, bad or something to get excited about. I'm sorry.
Could someone give an example?
Okay, the reason you can perceive depth is because you have binocular vision. Each of your eyes gives your brain a slightly different view of the world. Your brain uses this slight difference in perspective to help triangulate on an object to gauge its distance from you. Your brain can do a reasonably good job at judging distances in this manner because it has a very good idea of the distance between your eyes.

Problem is, the actual distance between the eyes can vary greatly from person to person. The average IPD for a human adult is about 65 mm, but that figure is actually about as useful as "one size fits all" clothing; most will find it okay, but nobody will find it awesome, and it won't work for some people at all. If the IPD is set too wide, things will seem much closer to you than they actually are. If set to narrow, objects will seem too distant.

Obviously, that's pretty barfy, so you want the "inter-camera distance" of your game engine to match the user's actual IPD as closely as possible. Simple solutions will simply fix their IPD at the average, and hope for the best. Another option is asking the user to adjust a knob until a test pattern appears to align, etc. Obviously, the best solution would be measuring IPD directly, and it sounds like Sony can.

There are a couple of things you can do with this information as well. Obviously, you'll want to pass it along to your virtual cameras so they can adjust themselves, and then you'll need to adjust the output being sent to the display accordingly. But just like realigning a movie projector, it's pretty easy to slip off the edge of the screen, especially if you were already filled to the edges. So to that end, the better solution is to have discrete panels whose distance from each other can be physically adjusted. Of course, while ideal in terms of visual accuracy, this adds some cost and weight to your headset for the transport mechanism.

So if PSVR has automatic IPD measurement and adjustment, it means that normals can remain blissfully unaware of the stuff I just explained, because they'll just put the headset on and it will magically look great. lol
 
I'm not eagerly awaiting the price announcement of the PSVR in Australia. Will have to be $600+, at a guess.

Yeah $550-$700 is my guess, Whatever it converts to and then add $75-$100 in "Australian Tax"
i hope we can buy just the VR stuff, i already have the camera and move things dont need more of them since i dont use them as it is.
 
So, I recently found this … somewhere … from a couple of months ago…
Screenshot%202016-03-07%2016.16.37.png

I'd rather not say too much about where, since this individual was inadvertently breaking their NDA, so I don't want to get them in to any more trouble if I can help it.

But yeah, apparently the current PSVR SDK offers a tool to both measure and store IPD information per-app. Sony had a patent a while back for auto-IPD adjustment, so perhaps it's now implemented in PSVR? More to come at GDC?
Very interesting. Good find.
 
Tried the Gear VR, loved the experience but some demos was very blurry and not that good looking. How will the Playstation VR compere? Will the graphics be much better and does it have any features that makes it better?
 
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