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PlayStation VR preview: Virtual reality for the gamers. Pocket-lint

I've been scanning the thread titles in the gaming section for about 2 months straight now for anything PSVR related.
Give me more. I'm ready!
 
reasons why this is not necessarily so:

- it's a true RGB OLED screen; I don't think Oculus is (more subpixels)

It's unknown if the Oculus Rift uses a pentile screen or not. They've refused to comment on the screen specifications aside from resolution and framerate. Oculus DK2 had a pentile screen, but that one was also an off-the-shelf phone screen, while CV1's screen is custom.

yeah, the lenses are curved. It's semantics but youre right, the actual screen itself isn't curved.

the point stands regarding the distribution of the pixels, though
Except I can't find anywhere that states the pixels are distributed like that. As for the lenses being curved, that's the case with all VR headsets.
 
While that's true, I'm not really aware of tons of games exclusive to PC VR solutions. At least not more than what's presumably releasing exclusive to PSVR this year (next year I could see a bigger shift, unless sales for the PC headsets are not high enough yet).

There's a PC VR thread somewhere round ehre with a long list.

I think this is just the typical difference between games that Sony can promote, and games that aren't similarly promoted on PC. It's easy to find some new Gaffer who thinks Sony gets "all the PC exclusives", until you show him the ACTUAL list of 75+ rated exclusives in any given year and it's literally a 10 to 1 ratio.

Sony can invest in marketing the games they want to feature, makign people more aware of them, but marketing does not make more games, nor does it makes games good.
 
I'm ready for PSVR, but for the launch I will go only as far as $350, if more expensive, then unfortunately I will have to wait a while.
 
I'm very ready for VR. I haven't been this excited for new tech in a very long time.

I don't have the money for an Oculus/Vive + the required PC upgrades so I will be jumping in with the PSVR as soon as some launch titles and upcoming titles are announced. My only worry is that the first several months will be pretty dry in terms of software.
 
There's a PC VR thread somewhere round ehre with a long list.

I think this is just the typical difference between games that Sony can promote, and games that aren't similarly promoted on PC. It's easy to find some new Gaffer who thinks Sony gets "all the PC exclusives", until you show him the ACTUAL list of 75+ rated exclusives in any given year and it's literally a 10 to 1 ratio.

Sony can invest in marketing the games they want to feature, makign people more aware of them, but marketing does not make more games, nor does it makes games good.


yeah just found the list, I stand corrected.
http://www.neogaf.com/forum/showthread.php?t=1170492

PSVR: 86 confirmed, up to possibly 391
OR: 264 confirmed, up to possibly 381

That's a ton of games I've never heard about though and I'm not sure which actually are set to release this year.
 
That doesn't say the pixels are arranged differently on the screen, it says that the optics are curved to create a sweet spot in the center where more pixels are concentrated. Which all VR headsets do.

i never argued that this feature was exclusive to PSVR, i was arguing that features like this one help to reduce or make the screen door effect imperceptible.
 
Does the lower resolution mean more of a screen door affect than the oculus or vive?

I am just trying to understand exactly what they mean when they say the resolution is worse. Obviously it means it pushing fewer pixels, and I know what that means in normal gaming terms. But for VR, I have no idea how the lower resolution will affect the actual experience.
 
I don't think it could render W3 at the frame rate required for VR.

Notice almost all of the PSVR games were simple but stylish games...

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Driveclub, Ace Combat 7 and Tekken 7. graphics might be a little downgraded but not like you think.

There are reports of DC almost retains its full graphics glory in VR.
 
Last time I tried this "VR" was a crappy Star Wars game. (in 1995) Let's hope it has improved, I still have nightmares of that red screen...
 
Read the whole article and it doesn't have anything new to say. And has some mistakes in it too albeit tiny ones which everyone else also repeatedly do.

If you dont know anything about psvr, its an ok summary.
 
Last time I tried this "VR" was a crappy Star Wars game. (in 1995) Let's hope it has improved, I still have nightmares of that red screen...

It has absolutley improved. People wouldn't eb this hype about somethign they've had hands on experience with if it was like VR in 1995.
 
I plan on getting a Vive but I hope this is really successful so that more VR software is created (and ported to PC).
 
I'm sure I read it somewhere that PSVR has superior optics as compared to either Vive or Oculus, in regards to how the screen door effect is handled.
 
Does the lower resolution mean more of a screen door affect than the oculus or vive?

I am just trying to understand exactly what they mean when they say the resolution is worse. Obviously it means it pushing fewer pixels, and I know what that means in normal gaming terms. But for VR, I have no idea how the lower resolution will affect the actual experience.

a guy on Reddit reckoned his mate played the PSVR for 3 hours and found the SDE much less than on the rift

So a buddy of mine contacted me on facebook with this news, he said he has a thread about a guy who used psvr for 3 hours, and somewhere in that comment section a guy stated he thinks that the sde on psvr is much less noticeable than the rift's one. Any thoughts? Thanks!

https://www.reddit.com/r/oculus/comments/44wfs7/a_friend_of_mine_claims_that_psvrs_sde_is/
 
I'm sure I read it somewhere that PSVR has superior optics as compared to either Vive or Oculus, in regards to how the screen door effect is handled.
Dunno about superior, but Sony is indeed has specialists in optics / lenses design, it is vital to their camera business and has been for a long time.

Marks had this to say about the OLED pannel and optics back in October

Moreover, he explained why the PS VR OLED 1080P screen looks crisper to those who try it when compared to the Oculus Rift or HTC VIve (which will both have a slightly higher resolution), including the absence of the dreaded screen door effect.

"Not every 1080P screen is the same. Ours has three subpixels per pixel, which means true RGB for every pixel; some of the other displays actually don’t have the full RGB for every pixel, so they have less subpixels per pixel.

The frame rate of PS VR is also very high, but probably the biggest effect is the optics. The designers have done a really good job at matching the optics to the field of view to the screen".

http://wccftech.com/sony-dev-explains-ps-vr-screen-crisper-project-started-late-2010/
 
Does the lower resolution mean more of a screen door affect than the oculus or vive?

I am just trying to understand exactly what they mean when they say the resolution is worse. Obviously it means it pushing fewer pixels, and I know what that means in normal gaming terms. But for VR, I have no idea how the lower resolution will affect the actual experience.

No because it has more sub-pixels
 
My hopes are riding on this since I can't really run VR on PC with a 980.

Why not? I thought the Rift was sticking to a set spec for games made on it? 970 and an i7 Haswell....obviously raw power would come into it for VR modded games, so surely you'd be fine.
 
That doesn't say the pixels are arranged differently on the screen, it says that the optics are curved to create a sweet spot in the center where more pixels are concentrated. Which all VR headsets do.

Where in the video?

He literally talks about the screen and pixel density/sizes at 15:20, so you are wrong about that. I am just going on what he said, he could be talking in very general terms and talking about the effect that the lens has, although he doesn't mention the lens.
 
Why not? I thought the Rift was sticking to a set spec for games made on it? 970 and an i7 Haswell....obviously raw power would come into it for VR modded games, so surely you'd be fine.

I dunno I was listening to the cagcast and cheapyd was saying even with dual 980s he could barely run it.
 
we don't know if this is true yet, in theory perhaps, but this could change with devs getting smarter.

Huh.. I didn't know smarter devs were able to put more transistors into GPU's. Is this a psionic ability?

Wait, this breaks down though, doesn't it? If PS4 devs can psionicly improve the hardware of the PS4, then won't PC developers be able to do the same thing?

Or are you saying that PS4 devs have more psionic abilities vs PC devs?

I need to know!
 
I just hope it doesn't look hideous at that res.

Remember the PSVR uses a RGB panel instead of Pentile, so effective resolution is more comparable (in fact using the official effective resolution calculation for RGB and Pentile, PSVR comes out on top—however a true comparison depends on the precise sub-pixel arrangement which is not known) .

Bottom line: PSVR effective res is closer to OR and Vive res than the raw pixel count would lead you to believe.
 
With regards to the whole 'pc will have more games' argument, I think there is a point many people aren't thinking about.

Yes the PC options will have the ability to make 'better' games that the ps4 isn't capable of running, but how many companies are actually going to take advantage of that fact?

Unless your a big company that can afford to make a graphically extensive game on PC VR only, that option might not be viable because of how small the potential buyers will be. I'm willing to bet many smaller companies will want to maximise their potential profits in this new and smaller industry by making games that can go on as many platforms as possible so would scale their products accordingly.

I'm also willing to bet that some people will be surprised at the quality that can be achieved with the PSVR once they have a grip on it. Yes you won't have ps4 level graphics but you will still get games that look great when your actually playing and not worrying about 'but it isn't as pretty as a non vr game'.

I have faith ps vr will impress, now I just need a damn release date so I can pre order the damn thing!
 
I've been scanning the thread titles in the gaming section for about 2 months straight now for anything PSVR related.
Give me more. I'm ready!

My daily routine, just give me the price and date.
What are they waiting for, not enough software for a soonysh launch? Vive price?
The PSVR itself is pretty much final afaik, right?

I'd even welcome an announcement of the price announcement...
 
My daily routine, just give me the price and date.
What are they waiting for, not enough software for a soonysh launch? Vive price?
The PSVR itself is pretty much final afaik, right?

I'd even welcome an announcement of the price announcement...

I thought the release was supposed to be June? I just don't see it, more likely they'll use E3 and date/price it then, that would probably mean Aug/Sept launch.
 
I thought the release was supposed to be June? I just don't see it, more likely they'll use E3 and date/price it then, that would probably mean Aug/Sept launch.

Just first half of 2016 was mentioned and yeah even that seems less probable with every passing day...but I'd rather get an autumn launch then one in the middle of the summer heat ;)
 
WipEout VR. Make it happen, Shu!

Formula Fusion is pretty much going to be VR WipEout.

https://www.kickstarter.com/project...xt-gen-anti-gravity-racing-game/posts/1455327

...we are also working on a cockpit view which will also include a VR option. In addition, you will see weapons start to make more of an appearance and further craft refinements.

Apparently VR already works in the Steam version, so there could be a chance the PS4 version will have VR support as well.
 
I'm sure we'll get a PSVR release date around GDC in mid March. I'm guessing launch will be pushed to late Q3, around September. Should have more of the early software ready by then.

I'll be in for EVE: Valkyrie and Ace Combat 7.
 
I dunno I was listening to the cagcast and cheapyd was saying even with dual 980s he could barely run it.

It's a requirement that a game can run on a 970 at 90fps to even get uploaded to the Oculus Store. There will be some games outside the store that push things further; Elite for example recommends a 980, but nothing official (i.e. an actual VR game and not VR injected into a normal game with zero optimization via mods) will require dual 980's, that's crazy talk.
 
Where in the video?

He literally talks about the screen and pixel density/sizes at 15:20, so you are wrong about that. I am just going on what he said, he could be talking in very general terms and talking about the effect that the lens has, although he doesn't mention the lens.

Look at the slide that is showing. He's talking about Optics. He also says very specifically "Let's talk about other areas, starting with Optics." Optics are the lenses.
 
Remember the PSVR uses a RGB panel instead of Pentile, so effective resolution is more comparable (in fact using the official effective resolution calculation for RGB and Pentile, PSVR comes out on top—however a true comparison depends on the precise sub-pixel arrangement which is not known) .

Bottom line: PSVR effective res is closer to OR and Vive res than the raw pixel count would lead you to believe.
Remember that Oculus Rift and Vive might not be using Pentile.
 
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