So the final headset will have real IPD adjustment? Or only in software?
It has one display, thus software.
So the final headset will have real IPD adjustment? Or only in software?
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've always wondered what that hole in the headset, between and just above the lenses, might be for. Is it this? Would be ridiculous if Sony come out and announce release date etc, and we find out we will get foveated rendering and it can pull off amazing, hitherto unseen graphics... *wakes up*
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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?
It'll have positional tracking (using the PS camera) so you will be able to lean and move around more, whereas GVR only tracks the angle/360 movement of your head. Graphics should be significantly better. I believe the field of view is better so you will see more, and naturally controller support (DS4/Move) will be better than using whatever Android compatible controller you happen to have.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?
It's where the screw for the headpiece is placed I'd guessI've always wondered what that hole in the headset, between and just above the lenses, might be for. Is it this? Would be ridiculous if Sony come out and announce release date etc, and we find out we will get foveated rendering and it can pull off amazing, hitherto unseen graphics... *wakes up*
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I've always wondered what that hole in the headset, between and just above the lenses, might be for. Is it this? Would be ridiculous if Sony come out and announce release date etc, and we find out we will get foveated rendering and it can pull off amazing, hitherto unseen graphics... *wakes up*
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*It says "Proximity Sensor" according to fellow GAF member DJmizuhara.
Sony, please.
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Told ya
$299 Headset only, available online.
$349 Headset+ Camera retail, including a digital game
Launch Summer (June/ July) alongside Eve Valkyrie, No Man's Sky VR (day and date with regular version), Rigs, and a few others. Dreams VR heavily featured during presentation.
My 2cps.
How could the Gamasutra guy do a cost/benefit of PSVR if the price hasn't been announced yet?
The Giant Bomb guys were talking about it a couple of weeks ago and whether it could be used to make non-VR games perform better. =\Was listening to The Lobby, and yet another bunch of clueless journalist who thinks that the breakout box is some external GPU nonsense. =/
If they do not announce both date and price, there will be some laughs imo.Hopefully they announce the release date.
Was listening to The Lobby, and yet another bunch of clueless journalist who thinks that the breakout box is some external GPU nonsense. =/
The Giant Bomb guys were talking about it a couple of weeks ago and whether it could be used to make non-VR games perform better. =\
If they do not announce both date and price, there will be some laughs imo.
Why are people, who's main job is to follow video games so clueless about this break out box?
Why are people, who's main job is to follow video games so clueless about this break out box?
Why are people, who's main job is to follow video games so clueless about this break out box?
Wonder what field of view and clarity of image is like. My Gear VR is very blurry towards the edges of the screen, distractingly so. I hope PSVR does manage to improve the optics over Gear VR.
What should we expect from this? Full blowout or wait to E3?
Never tried any VR solution, really eager to do so. As far as I've read, the optics of Sony are of very high quality and the screen is curved which, along with the optics, reduces blurriness at the edges.
Please someone who has actually tried it correct me if I'm wrong.
That actually looks a lot like the camera described in their auto-IPD patent, which as I said, isn't really well placed for gaze tracking. Regardless, apparently it's been confirmed to be nothing more than a comically large proximity sensor… =/I've always wondered what that hole in the headset, between and just above the lenses, might be for. Is it this? Would be ridiculous if Sony come out and announce release date etc, and we find out we will get foveated rendering and it can pull off amazing, hitherto unseen graphics... *wakes up*
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It wouldn't really be last-minute though. Sony and SMI have been working together for years; they showed gaze-tracking in Second Son at the PS4 launch event. Sony could've easily planned/hoped to include gaze-tracking all along, and simply haven't said anything yet, just as it was a while before we found out about 120 Hz support. The announcement may be "late" as far as third-party developers are concerned, but so what? They're gonna be stuck with this kit for years, so I don't think they'll be chapped if they're surprised to learn it'll be a lot more future-proof than they anticipated.With regards to eye-tracking, I honestly doubt it is being added as a last minute feature. Let's not forget eye-tracking costs quite a bit of processing power, and PS4 already keeps (stereo 3D) track of headset + up to 4 controllers if I'm not mistaken. I don't think PS4 is powerful enough to keep track of two extra "markers" (pupils) moving so fast you'd need a pair of cameras running at the very least at 120Hz (I think much more that that would be needed because you can't predict saccades - we don't have IMUs built into our eyes)
That actually looks a lot like the camera described in their auto-IPD patent, which as I said, isn't really well placed for gaze tracking. Regardless, apparently it's been confirmed to be nothing more than a comically large proximity sensor… =/
It wouldn't really be last-minute though. Sony and SMI have been working together for years; they showed gaze-tracking in Second Son at the PS4 launch event. Sony could've easily planned/hoped to include gaze-tracking all along, and simply haven't said anything yet, just as it was a while before we found out about 120 Hz support. The announcement may be "late" as far as third-party developers are concerned, but so what? They're gonna be stuck with this kit for years, so I don't think they'll be chapped if they're surprised to learn it'll be a lot more future-proof than they anticipated.
How much processing time are we actually talking though? Again, they already had it running with Second Son, which is no slouch. You should be able to track both eyes with a single, wide-field camera. Tracking four wands only used "a small fraction of an SPU" on PS3, and I think it's cheaper still on the PS4's GPU. Do you have any links about it being expensive? This is the first I've heard it mentioned.
Edit: The cameras for foveated rendering are 250 Hz, FYI. 60 Hz for basic targeting and such.
Sony adding official PSVR forums to their sites: http://community.eu.playstation.com/t5/PlayStation-VR/bd-p/bEN_PlayStationVR
With the included VR warning in firmware 3.50, PSVR-making-of-articles and the big event next week and Sony not backing up on Q2 release... I feel first week of June will happen.
Sony adding official PSVR forums to their sites: http://community.eu.playstation.com/t5/PlayStation-VR/bd-p/bEN_PlayStationVR
With the included VR warning in firmware 3.50, PSVR-making-of-articles and the big event next week and Sony not backing up on Q2 release... I feel first week of June will happen.
Only three meter cord is disappointing, I'm not sure that reaches all the way to my couch and around the back of my head, and I have a pretty small house.
I reckon it has to do with light leakage. Only a little bit of peripheral light seeping into your headset already greatly diminishes quality (of immersion). So it needs to stick close to your face, especially through movement.One massive thing about it and all of the other headsets except for PSVR that it confirmed for me is that the ski mask style of fit is really not all that great. Tricky to get on and off, really claustrophobic over your face, gets hot and sweaty inevitably, and it constantly moves when you smile or make any kind of facial expression... which usually takes it out of the sweet spot and moves the screen around when you really wish it didn't.
I simply don't understand why no one has copied the PSVR design where the panel actually floats in front of your face, not touching your face at all, with the weight resting on the top of your head (and balanced too between front and back).
I don't think by much. Though Sony obviously should have better lenses than Samsung, the barrel distortion will always give you less information in the periphery, meaning blurry edges, especially with the lower resolution of the PSVR. VR requires you to move your head more than your eyes. With your problem of one blurry lens I do wonder whether you cleaned your phone and your lenses well enough before using it, don't forget your phone screen usually has finger smears on it, mostly on the bottom side of the screen. Also try to download a hq video and sideload it in MilkVR, the streaming quality is also crap.Wonder what field of view and clarity of image is like. My Gear VR is very blurry towards the edges of the screen, distractingly so. I hope PSVR does manage to improve the optics over Gear VR.
Sony adding official PSVR forums to their sites: http://community.eu.playstation.com/t5/PlayStation-VR/bd-p/bEN_PlayStationVR
With the included VR warning in firmware 3.50, PSVR-making-of-articles and the big event next week and Sony not backing up on Q2 release... I feel first week of June will happen.
But how long is the proc unit cord and where does it sit? 3 meters is cool Oculus is about the same.
I could be wrong but I think that's only the cord from headset to the processing unit (breakout box). So the cord(s) from the PU to the PS4 will add extra distance.Only three meter cord is disappointing, I'm not sure that reaches all the way to my couch and around the back of my head, and I have a pretty small house.
Well I would say average use case for a PS4 is it's sitting in a TV cabinet some four meters distance from a person sitting on a couch, with a coffee table in between.
Average use case of a PC is under a desk a person is sitting at. (or standing at when Touch is introduced.) So three meters is more than enough for Oculus, but for PS4 it should really be 4 meters + 3 meters.
I could be wrong but I think that's only the cord from headset to the processing unit (breakout box). So the cord(s) from the PU to the PS4 will add extra distance.
Are you being serious right now? You're going to have a headset on covering most of your vision, so why would it matter?So the processing unit would be on the coffee table? gross.
Average use case of a PC is under a desk a person is sitting at. (or standing
Are you being serious right now? You're going to have a headset on covering most of your vision, so why would it matter?
OK so if the breakout box is sitting on the floor between the headset and the PS4, how does that impact your experience exactly?Yes I am being serious, PS4 is a living room consumer device, most living rooms are shared. Why is this so hard to fathom? They specifically have the breakout box in order to make it a shared experience.