CitizenCope
Member
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!
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)
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.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
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).
960x1080 per eye is worrying as hell. Heavy screen dooring seems guaranteed.
The screen isn't curved, and I can't find anywhere where Sony has said the pixels are more densely packed in the middle than at the edges
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.
1200x1080 per eye for OR and Vive is better but not exactly a massive improvement.
give this video a go then, though it's not straight from sony themselves.
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.
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 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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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...
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.
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!
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.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.
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 dont 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".
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
http://wccftech.com/sony-dev-explains-ps-vr-screen-crisper-project-started-late-2010/
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...
![]()
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
https://www.reddit.com/r/oculus/comments/44wfs7/a_friend_of_mine_claims_that_psvrs_sde_is/
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.
My hopes are riding on this since I can't really run VR on PC with a 980.
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.
It's basically a summary of facts plus some impressions. Nothing new unfortunately.what an odd article
Yep. I plan on getting only the PSVR at first but I want all the headsets to do well. A rising tide lifts all boats.I plan on getting a Vive but I hope this is really successful so that more VR software is created (and ported to PC).
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.
Huh? Did you mistype 680? 'Cause VR on a 980 >>> VR on a PS4.
we don't know if this is true yet, in theory perhaps, but this could change with devs getting smarter.
I just hope it doesn't look hideous at that res.
I think from reading the reddit the general consensus seems to be mid-level ps3 games, graphically
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...
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 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...
![]()
WipEout VR. Make it happen, Shu!
...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.
I dunno I was listening to the cagcast and cheapyd was saying even with dual 980s he could barely run it.
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.
Remember that Oculus Rift and Vive might not be using Pentile.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 tophowever 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.