I wonder if devs could use this box as an optional little performance boost on non VR games
Havent read about the cpu in this box, but I think its just a big FPGA dedicated to its task, so probably no.
I wonder if devs could use this box as an optional little performance boost on non VR games
This thing won't do game rendering.So with this extra box, the PS4 VR games won't take a hit in the visuals department right? I remember games like Uncharted 2 running in 3D took a massive graphical hit to work.
Sub sub Vita level sales year one must be considered a bomb, $300+ or not. I think that would be a near Nvidia Shield kind of failure.
Source?
How can dev costs be justified for VR only titles with those kind of numbers?
Wait, isn't the camera mandatory? It is, right?
Why do you think there is?I'm more surprised that some sort of gpu assistance is being routed via usb 3.0
Why do you think there is?
More than the system it runs on? I doubt it........
This thing is going to be $399, isn't it?
The PS4 is capable of more than 30fps. It's just that a lot of devs would rather have super fancy graphics at 30. With VR, that won't even be an option. The good news is good VR is not dependent on mind blowing graphics. Just being in the world is the mind blowing part.Well the PS4 shits the bed with 30fps games so unless we are aiming for virtual boy level graphics something be helping offload some work?
Probably more like $499, maybe even a bit more........
This thing is going to be $399, isn't it?
599.98 or I'm outIt's going to be $549.
If I don't have to take out a small loan for it, it's not even worth it599.98 or I'm out
How close have you been with pricing guesses before?It's going to be $549.
No it will be that without a PS4. The headset plus external unit is going to be pricy.Probably more like $499, maybe even a bit more.
I assume you're including $299 for the PS4 itself, right? Then yeah, that'll probably put you over $500. Possibly close to $600, but that seems like a lot.
And you think it's gonna cost 33% more to build than an entire PlayStation 4? That seems pretty unlikely.No it will be that without a PS4. The headset plus external unit is going to be pricy.
It's going to be $549.
Well the PS4 shits the bed with 30fps games so unless we are aiming for virtual boy level graphics something must be helping offload some work?
Snes FX chip style lol
I haven't seen that demo before, but isn't all of the Playroom stuff native 120 plus reprojection? I know Marks was saying that in the Monster Escape demo, they're running native 120+repro for the VR player, plus rendering a separate 1080p30 feed for the social screen.https://youtu.be/o92cY3oRwpY
That there Virtual Boy graphics
*formatted for non-VR display
**work in progress
***60/90/120Hz native not specified
Why do you think there is?
What do you think they'll be spending all of the rest of the money on? Gold plating? Or do you not believe they'll be selling it for cost as they've claimed?I think the PSVR will be between $299 and $349 at launch. It only has one screen, and it's a lower resolution screen than other devices. It's not high end. That price range is already accepted among the two VR dev kits. That's the sweet spot and what they'll likely target.
What do you think they'll be spending all of the rest of the money on? Gold plating? Or do you not believe they'll be selling it for cost as they've claimed?
VR graphics will always be inferior to traditional TV console games due to the increased processing load of higher framerates, multiple camera views and potentially higher resolutions. If your dissatisfaction is based on how the visuals compare to traditional 30fps eye candy, you'll always think console hardware is too underpowered for VR. Once you see what PS5 can do at 30fps, you'll be moaning about what it can't do in VR.I don't think PSVR will be a worthwhile product until the PS5, to be honest. That'll be the point they can design hardware for the increased load of VR, rather than try to use an already underpowered device to fit the bill. PSVR on PS4 is going to be a novelty product, since the software library will simply never be big enough to justify the inevitable $300+ investment. But that's not a terrible thing. All VR is going to be a novelty for the first few years.
No idea, I haven't read anything on the specs for the social screen feed even.I haven't seen that demo before, but isn't all of the Playroom stuff native 120 plus reprojection? I know Marks was saying that in the Monster Escape demo, they're running native 120+repro for the VR player, plus rendering a separate 1080p30 feed for the social screen.
This isn't a reflection on the hardware but the developer choices. You should know that.
Oh I know, but the PS4 and 120fps don't seem like something that would work without the magic black box, which is why I am curious if/what it is doing to assist the PS4 apu
it's not doing anything to assist with the PS4 APU.
Not only was it over a year ago, you have to remember that Oculus was little more than a Kickstarter at that point. They were basically hand-building the DK2 with whatever parts they could find or make, and they were making like tens of thousands.Uh, no. I believe that is the costs associated with this style of headset while running a very thin profit margin. This is the price the DK2 launched at, and the PSVR is not radically different. The DK2 was basically sold at-cost upon release, but that was over a year ago.
Not only was it over a year ago, you have to remember that Oculus was little more than a Kickstarter at that point. They were basically hand-building the DK2 with whatever parts they could find or make, and they were making like tens of thousands.
Sony are a huge CE company throwing their full weight behind this, and they'll be building hundreds of thousands. Don't look at what it cost a bunch of enthusiasts to hand-build their headset from OTS parts two years ago. Look at how much it actually costs Sony to build things. Do you really imagine PSVR to be more complex and expensive to build than even a Vita, much less a PS4? You know as well as I do all they need is a display, lens, motion sensor, camera, and a couple of DSPs for the audio and Social Screen. The display will certainly cost less than $100; I've never seen a smartphone display that cost more than like $70, and that include the touch sensors and Gorilla Glass. I've seen the Camera retailing for $40, so I doubt it costs them more than that to build. I'd be amazed if the DSPs cost them more than $10. The lenses can be injection molded, so they won't cost more than a couple of bucks.
So how can they possibly spend $350 on those components? Can you show me some BOMs that would indicate these kinds of costs for manufacturing at this scale?
It's NOT doing 120fps.
It's 60fps with frame interpolation on the headset. That might be processed on the box.
It's NOT doing 120fps.
It's 60fps with frame interpolation on the headset. That might be processed on the box.
Huh? The screen they're using can run at a native 120hz and that's an option supported by the system at a game level.
It's NOT doing 120fps.
It's 60fps with frame interpolation on the headset. That might be processed on the box.
The return of Five-Hundred-And-Ninety-Nine-US-Dollars.
Ah, right on.No idea, I haven't read anything on the specs for the social screen feed even.
Well, it sorta does, but not in the way people think. It processes the 3D audio, which they had been doing on the GPU previously, now freeing up more time on the GPU for rendering and other jobs.it's not doing anything to assist with the PS4 APU.
Except, that stuff doesn't cost that much. You accuse me of hand-waving, but I've posted actual costs of these types of components, lots of times. All I really get from you in response is, "Dude, you don't know what you're talking about; it's super expensive." After I present the actual numbers I've found, you dismiss me with a self-referential appeal to authority, so I don't think I'm the one hand-having here. All due respect, of course. <3Yes, I do. You list the expensive components and hand wave them off in the very same sentence. What will they spend that money on? Lenses, high end IMUs, screens, etc.
Sorry, but I can't find the BOM there. I'm actually not entirely sure what I'm even looking at. I glanced around, but it sorta looked like a bunch of instructions. Did you post the wrong link?There is no public BOM for the DK2, but there is for the DK1.
Feel free to research yourself: https://github.com/OculusVR/RiftDK1
This is completely wrong.It's NOT doing 120fps.
It's 60fps with frame interpolation on the headset. That might be processed on the box.
Err, they're not going to be doing anything at 24 or 30 fps =/Frame rate is not the same as refresh rate.
I very much doubt you'll see many 120 fps applications on PSVR. The entire reason they have chosen a 120 hz panel is because 24 fps, 30 fps, and 60 fps can display on a 120 hz screen without wonky pulldown ratios.
You're comparing significantly different products for significantly different prices in significantly different markets. In addition to being a completely new type of device.
Sure, in comparison to to other devices VR will look like a bomba. It's not even selling close to what iPhones are selling now, right? Bomba.
(Also, note: the first iPhone was a bomba too, it only sold around 6 million total. What a joke, right? Certainly nothing good came from a solid foundation, first gen device that sold so poorly)
Well, it sorta does, but not in the way people think. It processes the 3D audio, which they had been doing on the GPU previously, now freeing up more time on the GPU for rendering and other jobs.
Except, that stuff doesn't cost that much. You accuse me of hand-waving, but I've posted actual costs of these types of components, lots of times. All I really get from you in response is, "Dude, you don't know what you're talking about; it's super expensive." After I present the actual numbers I've found, you dismiss me with a self-referential appeal to authority, so I don't think I'm the one hand-having here. All due respect, of course. <3
I don't know how the BOM of DK1 or even DK2 would be relevant here anyway. Again, you need to look at how much it costs companies like Sony, Samsung, and HTC to build this stuff, not a bunch of well-funded hobbyists.
Err, they're not going to be doing anything at 24 or 30 fps =/
No more than the DS4 "processes" motion data for transmission over USB/BT. So in that sense, the chip in the PSVR is much simpler, since it only needs to collect the motion data and not data from the trackpad, analog sticks, etc., and only preps it for USB, not BT too.The black box is also apparently doing some pre-processing on the sensor data from the headset, before sending that onto the PS4.
No more than the DS4 "processes" motion data for transmission over USB/BT. So in that sense, the chip in the PSVR is much simpler, since it only needs to collect the motion data and not data from the trackpad, analog sticks, etc., and only preps it for USB, not BT too.
So when Rick says it's processing the sensor data, he means, "It also has a tiny chunk of the motherboard you'd find in a DS4."
The increase in size doesn't make sense for what is essentially a glorified hdmi splitter. Has to do more or be able to do other tasks now.
I'm just gonna take a guess and say the external box is now capable enough to render a 3d environment for non-VR games like a theater room.
It's obvious that the PS4 can't do this by itself.
Oh I know, but the PS4 and 120fps don't seem like something that would work without the magic black box, which is why I am curious if/what it is doing to assist the PS4 apu
I honestly feel like it's just an hdmi to usb adapter with power brick for the helmet though, and of course handles input and output of the helmet sensors.
I'm excited about seeing what makes it work, and how it interfaces with everything.