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PSVR2 full specs and details

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Punished Miku

Gold Member
Reminds me of when devs tried to shoehorn kinect features into games.
You cant really just add VR functionality to a traditional TV game and expect the same quality as a natively designed VR game.
Theres a pretty big difference between somthing like half life Alyx and resident evil 7.
Even RE7 I think was developed primarily for VR, and then also made to work on TVs. They were showing the Kitchen VR demos long before RE7 was announced.
 

Rudius

Member
SMH. Are you a car person? We like car analogies around here so let me use it to illustrate how your question makes no sense.

If an engine isn't anything to walk home about please tell me how it can outperform a torque converter.

If that does not work, another way.

DSP is like a CPU that does signal processing, could be audio or images, etc.

DAC converts that digital signal to an analog signal your speaker can use to create vibrations (sound)
He is just assuming PC has better audio than the PS5, because more expensive = better, while ignoring the fact that the PS5 has a very advanced dedicated audio hardware supporting hundreds of sources for a more immersive 3D audio. PCs process with the CPU, just like a PS4 or Xbox One.
 
Welcome to the family of great audio! Id gladly lose my eyesight before my hearing. I'm rocking my Audeze LCD X with a SMSL SU-9 with a THX 889 amp, while these weirdos think a basic dsp means anything.


Carey Mulligan Shut Up GIF by Saturday Night Live


Can we go back to simply discussing PSVR2 specs and not who has the most gigabobs in their fucking $10k PC... Jesus
 

Rudius

Member
Resident Evil 7 would be better if PSVR had good controllers instead of moves. There is nothing stopping RE8 from having full hand tracking and interaction, considering the new controllers that will be included with every PSVR2.
 

DonJuanSchlong

Spice Spice Baby
Carey Mulligan Shut Up GIF by Saturday Night Live


Can we go back to simply discussing PSVR2 specs and not who has the most gigabobs in their fucking $10k PC... Jesus



Keep that same energy for those who equally went off track. If not, stay big mad.
Dolby atmos exists on PC too you know.
There's Atmos, Sonic, Equalizer APO, and many more, etc. Some people just listen to PR and don't know any better.
 
If you know anything about hearing damage, you wouldn't be taking out your ass. Bass doesn't give you hearing damage. I've been in so many 160+ db vehicles. Even felt 170db. It doesn't hurt your hearing at all. As matter a fact, I more than likely have better hearing than YOU. And you obviously know nothing about car audio from the sound of it. 100db, damage, fucking lol 🤣😆. Yeah, you have no clue, no point in going further.

You have got to be one of the most misinformed people I've seen on this forum.

https://electricfieldsfestival.com/is-bass-bad-for-your-ears/

For someone who would rather go blind than lose their hearing, you think you'd spend more than 0 minutes of your life researching how to not destroy your hearing.
 

R6Rider

Gold Member
I think the best example of a hybrid flat and VR game currently is Hitman 3.

Gameplay is largely the same with some minor tweaks. There are obvious features that are changed or removed completely, but there are also new features that are added.

Plus all past levels in Hitman 2016 and Hitman 2 are available in VR as well (aside from some special/bonus missions).
 

ethomaz

Banned
You have got to be one of the most misinformed people I've seen on this forum.

https://electricfieldsfestival.com/is-bass-bad-for-your-ears/

For someone who would rather go blind than lose their hearing, you think you'd spend more than 0 minutes of your life researching how to not destroy your hearing.
You need to understand the more he lose his hearing more he will want these high decibel... there is no way back.
So it is a useless discussion.
BTW exposition to constant high decibels increase the blood pressure and risk of heart disease but that is another talk.
 
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Three

Member
It's like no one is listening to people in Valve. Realistically only games that can be playable both in VR and flat screen are various simulators. VR games require totally different design philosophy and even pacing.
That's true. Some of the best VR games I've played were made for VR specifically HL:Alyx, Astrobot, Moss, Firewall:ZH, Beat saber etc. Didn't really enjoy games where it was shoehorned in like Skyrim VR. There are hybrid VR games though that I enjoy like Ace Combat, Wipeout, Resident Evil 7 and even Dreams. GT Sport was way too limited and blurry to make any judgement on but I'm hoping the next GT game addresses that.
 

onesvenus

Member
Tempest is better then dolby atmos more audio sources 128 vs 5K(PSVR) volume locality, most important HRTF, though we comparing todays vs past tech so of course tempest 3D will be better and it's not yet fully finished product there's room for improvement.
You are crazy if you really think you'll get 5K different audio objects at once in PS5
 

onesvenus

Member
i'm not saying that games would end up with 5K audio sources it's what audio chip inside PS5 is capable off if it would use psvr audio computations.
it's practically possible to do 5K audio sources with PS5.
You know that those 3d objects you talk about on the Dolby side are postprocessed, don't you? You are comparing oranges to apples but go on
 
Reminds me of when devs tried to shoehorn kinect features into games.
You cant really just add VR functionality to a traditional TV game and expect the same quality as a natively designed VR game.
Theres a pretty big difference between somthing like half life Alyx and resident evil 7.
Yes it's different, but I enjoy my 'vorpx' compatible games no less than pure VR games. Stereoscopic gaming is so much better than 2D. To me it's biggest difference/feature.
 

onesvenus

Member
and psvr aren't? that's why it comes with mini box.
Ok, you don't know what you are talking about 🤣
The Dolby number you are citing is the number of individual audio objects that are supported after mastering. You can have thousands of objects but when "mastering" those get reduced to the 128 that Dolby Atmos supports.
The number you are quoting for Tempest is the number of objects supported before "mastering" them. It will never output more than a hundred.

Disclaimer: I'm using mastering to name the process of mixing down the sound from the multiple 3d sources to what the audio processor outputs although that's not precise.
 

Tripolygon

Member
Hey tell that to Oculus, Vive etc. They're the ones that built their SDKs that way.
Twas a joke of the futility of trying to explain something to DonJuanSchlong DonJuanSchlong
Ok, you don't know what you are talking about 🤣
The Dolby number you are citing is the number of individual audio objects that are supported after mastering. You can have thousands of objects but when "mastering" those get reduced to the 128 that Dolby Atmos supports.
The number you are quoting for Tempest is the number of objects supported before "mastering" them. It will never output more than a hundred.

Disclaimer: I'm using mastering to name the process of mixing down the sound from the multiple 3d sources to what the audio processor outputs although that's not precise.
You are mixing up different things.

Dolby IMF IAB interoperability guidelines institute a maximum of 128 channel count and a maximum of 118 objects. This is for theater and cinema-type implementation. Their audio renderer for games supports much less.

 
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onesvenus

Member
Twas a joke of the futility of trying to explain something to DonJuanSchlong DonJuanSchlong

You are mixing up different things.

Dolby IMF IAB interoperability guidelines institute a maximum of 128 channel count and a maximum of 118 objects. This is for theater and cinema-type implementation. Their audio renderer for games supports much less.

Again, those numbers are post-"mastering", multiple pre-"mastering" objects are grouped into a single post-"mastering" one. The same thing happens with Tempest audio but we only have the pre-"mastering" number.
Those are not comparable numbers.

Do you all really think that Sony outclassed Dolby by more than 50 times? Really? Progress in tech is usually done incrementally, not orders of magnitude at a time
 

Darius87

Member
Ok, you don't know what you are talking about 🤣
The Dolby number you are citing is the number of individual audio objects that are supported after mastering.
That's 128 individual tracks not audio objects :messenger_grinning_smiling: (i guess you never used DAW)
tracks can be assigned to channels , left, right, center and so on... it depends what speaker configuration is used.
The number you are quoting for Tempest is the number of objects supported before "mastering" them. It will never output more than a hundred.

that's not true PS5 supports hundreds that's multiple of 100 at minimum 200 i guess that what you call after master :messenger_grinning_smiling:
Again, those numbers are post-"mastering", multiple pre-"mastering" objects are grouped into a single post-"mastering" one. The same thing happens with Tempest audio but we only have the pre-"mastering" number.
Those are not comparable numbers.
you master whole output of your audio not 128 tracks :messenger_grinning_smiling:
Do you all really think that Sony outclassed Dolby by more than 50 times? Really? Progress in tech is usually done incrementally, not orders of magnitude at a time
do you know numbers of atmos before mixing 3d sources? afterall atmos is 2012 tech while it's not 50 times worse then tempest but it's worst doesn't have HRTF, definetely less 3d sources, does it even support ambisonics? does it works in frequency FFT domain?
 
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Tripolygon

Member
Again, those numbers are post-"mastering", multiple pre-"mastering" objects are grouped into a single post-"mastering" one. The same thing happens with Tempest audio but we only have the pre-"mastering" number.
Those are not comparable numbers.

Do you all really think that Sony outclassed Dolby by more than 50 times? Really? Progress in tech is usually done incrementally, not orders of magnitude at a time
I don't really understand what you mean by pre-mastering and post-mastering objects. Granted I'm not a sound engineer just an enthusiast of technology in all domains so forgive me if you are a sound engineer and I'm mistaken but Dolby explicitly states what their guidelines are in their IMF documentation of how to implement their technology to ensure interoperability and what their renderer is capable of. This has nothing to do with what Sony has created for PS5, there are other formats like DTS X that support more than Dolby Atmos as well.

Dolby Support Page

How many objects can I/should I use?

Jan 4, 2021
When working at 48 kHz, the Renderer supports 128 input channels (at least ten bed channels and up to 118 objects). At 96 kHz, the Renderer supports 64 input channels (at least ten bed channels and up to 54 objects). Objects can be mono or stereo. The sonic content of the source material and creative considerations about how that content will be reproduced in a 3D soundfield will influence the number of objects used in any given mix.
 
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Alexios

Cores, shaders and BIOS oh my!
Hope it works on PC if it's affordable and the inside out tracking is on par (I dunno why the controllers include motion sensors etc., I guess it's for when they go out of the HMD's view?).

Edit: the HMD itself also has all kinds of sensors within, I don't get that, the inside out tracking is enough even in the worst VR kits to perfectly track position/movement at all times 🤷‍♂️

Also hope the eye tracking is fast enough for foveated rendering, not just expressions/gameplay related stuff (DecaGear disappointed me with hinting it's only going for the latter sadly).
 
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Rivet

Gold Member

- OLED
- 2000×2040 per eye
- 90/120 Hz
- HDR
- eye tracking
- "responsive feedback"
- foveated rendering
- 110-degree field of view

Wow, eye tracking foveated rendering is in, great news. That will help immensely with VR graphics if it works properly.

Leak was basically right on everything.
 

Rivet

Gold Member
In terms of the quality of the connection yes, in terms of user experience which I think is more important, I don't think so. The variability in wireless connection doesn't seem to be a huge issue for quest 2 users.

Yes, I played Alyx on my Quest 2 wirelessly using Oculus Air Link, that was awesome. Wireless VR rocks. I didn't study the subject very well, but why couldn't PSVR2 do the same, especially knowing that PS5 has Wifi 6 ? Why would it be impossible to stream games from PS5 ? I'm in anyway if wired, it's the only real negative for me...
 
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SilentUser

Member
Wow, eye tracking foveated rendering is in, great news. That will help immensely with VR graphics if it works properly.

Leak was basically right on everything.
I was surprised to see how righ the leak was lol and thats absolutely great, as some of the things pointed sounded almost a dream.
 

Pedro Motta

Gold Member
Welcome to the family of great audio! Id gladly lose my eyesight before my hearing. I'm rocking my Audeze LCD X with a SMSL SU-9 with a THX 889 amp, while these weirdos think a basic dsp means anything.
What a fucking moron. Comparing that multi thousand dollar audio setup to a 400$ console and bragging it’s better. Small dick energy through and through. Why are you in this thread? You’re not adding anything to it.
 

yurinka

Member
Yes I wonder if that leak had anything else that wasn't announced. It would be interesting to look at it again.

Edit: The leak mentioned pushing AAA games that will offer both a VR mode and a regular one. I hope thats true.
"the NGVR will have foveated rendering and a system called flexible scaling resolution (FSR), both of which focus processing power on where the player is looking, so will also feature eye tracking.

Also, the rumoured headset-based haptics are going to be included to aid immersion as well as reduce motion sickness which could be an interesting development.

...

As for the videogames, the report suggests Sony wants to move away from “VR experiences” to focus entirely on console-quality AAA videogames. These would also be hybrid titles that could be played in VR or regularly on a flatscreen. This could work for some VR videogames but certainly not all of them. Players would also have the choice as to whether they download the VR or flatscreen version.

And for those who still love their original PlayStation VR titles, these could be remastered to make use of the new hardware.

...

The new report does go onto say that the VR controllers will feature capacitive touch sensors to detect how far away fingers are.
"

Original source:
 

isoRhythm

Banned
Reminds me of when devs tried to shoehorn kinect features into games.
You cant really just add VR functionality to a traditional TV game and expect the same quality as a natively designed VR game.
Theres a pretty big difference between somthing like half life Alyx and resident evil 7.
Not necessarily, one of my favorite VR games is Skyrim VR and cmon that released in 2011. Although you're right, it will be difficult for non-1st-person games. Also surprisingly 3D VR works really well for platformers, I used Vorpx to play Little Nightmares in 3D and the depth it adds is really cool.
 
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Sosokrates

Founder of western console warring.
Not necessarily, one of my favorite VR games is Skyrim VR and cmon that released in 2011. Although you're right, it will be difficult for non-1st-person games. Also surprisingly 3D VR works really well for platformers, I used Vorpx to play Little Nightmares in 3D and the depth it adds is really cool.

I never said no use cant be had from vr intergration in TV games. Just stating what is optimal.
But let us be real here, sony are doing this so they can offer content to tv players and VR players, on paper its seems like a good idea but history has shown it does not work out to well the majority of the time.
 

FranXico

Member
Turned out to have specs in line with what was rumored. Nice specs, if the price is right, I'll consider it.
 
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dotnotbot

Member
I can’t even imagine playing something like super hot or creed with a wired headset. Whatever it’s attached to would come crashing down in minutes.

I’ll literally never even consider a wired vr setup.

I've got platinum trophy in Superhot VR on PS VR. Had no issues with cable at all, protip is to keep the dangling bit in your pocket so you don't step on it. After doing that I would forget the cable even exists.
The only problems for me were inreliable controller tracking that would sometimes go bananas and that my face would go all sweaty pretty fast so I needed frequent breaks to dry up snd clean the headset and lenses.
 
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