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Showdown Devs: No content changes needed to port from Oculus/Vive to PSVR [Morpheus]

Blanquito

Member
Nick Donaldson: [Morpheus support] was actually surprising, we didn't have to touch it at all I don't think.

Nick Whiting: Yeah, basically we got the new kits that Sony debuted at GDC so we revved the SDK to work with those... and magically it runs without having to do any content changes. So basically we're leveraging the fact that the PS4 is a little bit less powerful but it only has to run at 1920x1080p and 60fps.

Chance Ivey: So it's basically.... you're aiming at these high profile -- they require all these resources and stuff but that scales down pretty well to Morpheus right?

Nick Donaldson: Yeah, the Crescent Bay and the Vive, for example, have monstrously high resolutions and run at monstrously high frame rates, and you scale down those two aspects, and all of a sudden, you know, it's actually not that bad.

Chance Ivey: Yeah and even to say that too, the experience of Morpheus is fantastic, right? Like going through it and experiencing it there, right, you don't lose anything in any of that, right? It's pretty awesome.

Nick Donaldson: Yeah, they upsampled the frame rate from 60 to 120 so you still have a pretty decent response when you look around.

Much more on the game itself can be found at this link YouTube. The quoted section is found around the 26' mark here.

Kill off Morpheus if old.
 
sorry, for some reason my brain farted and I typed Shadowrun. The game is actually Showdown. Could a mod fix that for me please? :(

edit Thank you mods!
 
Amazing news. I remember Sony saying something about the PSVR unit doing some sort of fps increase, I dont remember the name of the tech tbh
 
About 50% resolution increase on vive/oculus. Sounds like the image quality and framerate will superior on vive/oculus so those will be my go to for early adoption. Maybe morpheus down the line for exclusives.
 
About 50% resolution increase on vive/oculus. Sounds like the image quality and framerate will superior on vive/oculus so those will be my go to for early adoption. Maybe morpheus down the line for exclusives.

Yeah, I'm not sure if I'm going to main Rift or Vive (I'm dumb enough to buy both) but I will certainly have a PSVR to go along with it for exclusives. Exclusives are the only reason I have a PS4 and the same will be true for PSVR. Can't wait!
 
Amazing news. I remember Sony saying something about the PSVR unit doing some sort of fps increase, I dont remember the name of the tech tbh

It is frame rate interpolation. Some of Sony's TV's use it but they call it Motionflow which increases frame rate from 60fps to 120fps. I wonder if the same technology is in place for PlayStation VR, because I have heard that Motionflow adds quite a bit of input latency (I cannot say for myself because I have never used a Sony TV with Motionflow).
 
It is frame rate interpolation. Some of Sony's TV's use it but they call it Motionflow which increases frame rate from 60fps to 120fps. I wonder if the same technology is in place for PlayStation VR, because I have heard that Motionflow adds quite a bit of input latency (I cannot say for myself because I have never used a Sony TV with Motionflow).

[The frame rate increase] happening on the PS4 and [the frame rate increase] happening on the TV are different things. I think Krej has a post on it somewhere...
 
I don't get it, why it would be required new content for the porting to be possible?

They're more saying that they didn't have to change other things, like graphics details or number of polygons for objects and things like that.

At least from what I can tell. They simply ported the game, as it existed, to PSVR and it works great.
 
It is frame rate interpolation. Some of Sony's TV's use it but they call it Motionflow which increases frame rate from 60fps to 120fps. I wonder if the same technology is in place for PlayStation VR, because I have heard that Motionflow adds quite a bit of input latency (I cannot say for myself because I have never used a Sony TV with Motionflow).

No. There is no frame interpolation... well at least not in the usual sense.

Instead, the headset polls the accelerometers on the device at 120 times per second. If they detect a change BEFORE a fresh frame comes out of the GPU (since this happens only half as frequently), the frame is warped a bit in order to simulate the movement, before a new, fresh frame gets to the display from the console.

This is not the same thing as runnign the game at an actual 120 FPS.
 
They're more saying that they didn't have to change other things, like graphics details or number of polygons for objects and things like that.

At least from what I can tell. They simply ported the game as it existed to PSVR and it works great.

But that's not really saying much. It's a very general statement about a process with a huge number of variables that will be intrinsically linked to a particular game.

Maybe that's true fo rtheir game, but would it be true for others?
 
It is frame rate interpolation. Some of Sony's TV's use it but they call it Motionflow which increases frame rate from 60fps to 120fps. I wonder if the same technology is in place for PlayStation VR, because I have heard that Motionflow adds quite a bit of input latency (I cannot say for myself because I have never used a Sony TV with Motionflow).

Not even wrong.

PSVR uses reprojection - called timewarp on OR I believe - to double the image refresh rate and smooth off frame stuttering (the 120fps native PSVR titles still use it)

Don't ask me how it works, but the main thing it introduces is some image ghosting, and guessing that's related to how much work the reprojection is having to do?

Anyway, it isn't interpolation.
 
They're more saying that they didn't have to change other things, like graphics details or number of polygons for objects and things like that.

Because of lower resolution and lower native framerate on PSVR, yes. With that said, that's a sample taken right now. Next gen GPUs with hardware and drivers forged for VR is around the corner and it's unlikely that developers aren't going to take advantage of it in various ways, including higher software specs. Nvidia has already built async timewarp and VR SLI into their current gameworks drivers.

It is frame rate interpolation. Some of Sony's TV's use it but they call it Motionflow which increases frame rate from 60fps to 120fps. I wonder if the same technology is in place for PlayStation VR, because I have heard that Motionflow adds quite a bit of input latency (I cannot say for myself because I have never used a Sony TV with Motionflow).

It's not interpolation. Interestingly enough it's a simple 2D warp from a single last frame, so it's even more crude/inaccurate than an interpolation between frames (which of course would be useless for VR because of latency).. especially depth-wise.
 
[The frame rate increase] happening on the PS4 and [the frame rate increase] happening on the TV are different things. I think Krej has a post on it somewhere...
No. There is no frame interpolation... well at least not in the usual sense.

Instead, the headset polls the accelerometers on the device at 120 times per second. If they detect a change BEFORE a fresh frame comes out of the GPU (since this happens only half as frequently), the frame is warped a bit in order to simulate the movement, before a new, fresh frame gets to the display from the console.

This is not the same thing as runnign the game at an actual 120 FPS.

This is what I have found after Googling:

Road to VR said:
Not every game will run natively at 120Hz. Developers who want to push graphical fidelity over blistering performance will have the option to render at 60 FPS and use the ‘Asynchronous Reprojection’ technique to output at 120 FPS. Asynchronous Reprojection is similar to Oculus’ Timewarp—reading the latest sensor data right before rendering, and making a slight adjustment to the viewpoint before ‘scan out’, where the display’s pixels light up in accordance with the rendered frame.

The ‘Asynchronous’ part refers to using this technique in a separate thread to create new frames with new sensor data from the latest frame completed by the rendering thread. Oculus has been using Asynchronous Timewarp on Gear VR, but hasn’t yet implemented it on PC.

OculusÂ’ Michael Antonov has a technical analysis of Asynchronous Timewarp which will familiarize you with the technique if youÂ’d like to know more.

Reprojection isn’t a magic bullet though. While it can work effectively for distant objects, near field imagery can reveal rendering errors if the player is moving their head too quickly. Sony’s Chris Norden said at GDC 2015 that “if you have a gun waving around in your face you’re going to notice some artifacts.” Oculus’ Antonov agrees saying that these techniques have “limitations that developers should be aware of.”

Norden also noted that implementing Asynchronous Reprojection may be a challenge for developers. “If your engine isn’t super flexible, and multi-threaded, you might have some trouble with this.”

Source: http://www.roadtovr.com/sony-120hz-2015-morpheus-demo-vr-bots-magic-controller-bedroom-robots/

I previously stated frame rate interpolation because that is what I had read from different websites. Turns out they were either wrong, or assumed that was the technology used to increase frame rate.
 
But that's not really saying much. It's a very general statement about a process with a huge number of variables that will be intrinsically linked to a particular game.

Maybe that's true fo rtheir game, but would it be true for others?

We don't know yet; at least, no one else has said anything. However, it's good to know that it's possible, and that at least in this case the game doesn't need to change anything besides resolution and frame rate.

Because of lower resolution and lower native framerate on PSVR, yes. With that said, that's a sample taken right now. Next gen GPUs with hardware and drivers forged for VR is around the corner and it's unlikely that developers aren't going to take advantage of it in various ways, including higher software specs. Nvidia has already built async timewarp and VR SLI into their current gameworks drivers.

Yes, lower framerate and resolution are a given for PSVR games vs Oculus/Vive. Lower price is also given. But it's good to know that the experience should be great, and that porting the game is currently easy. (It also helps that they're using UE to build the game)

This is what I have found after Googling:



Source: http://www.roadtovr.com/sony-120hz-2015-morpheus-demo-vr-bots-magic-controller-bedroom-robots/

I previously stated frame rate interpolation because that is what I had read from different websites. Turns out they were either wrong, or assumed that was the technology used to increase frame rate.
Yeah, that's a great breakdown.
 
Good news. I still think we have yet to be introduced to the VR 'Killer App' though. COD, GTA, AC, Madden, GT, Metal Gear, ....well pretty much every major franchise and every major studiio I can think of...none of them have announced AAA mainline built-for-VR games. Its all experimental or independent so far. I think MM Dreams is coming to VR, but that might be the biggest budget game that is coming to VR.

So it's great that ports seem easy, but what ports are we looking forward to exactly?

I think there is a huge windfall in innovation just waiting behind VR, similar to all the exciting franchise jumps from 2D to 3D. Its just that nobody has said anything, at least that I have seen.
 
Good news. I still think we have yet to be introduced to the VR 'Killer App' though. COD, GTA, AC, Madden, GT, Metal Gear, ....well pretty much every major franchise and every major studiio I can think of...none of them have announced AAA mainline built-for-VR games. Its all experimental or independent so far. I think MM Dreams is coming to VR, but that might be the biggest budget game that is coming to VR.

So it's great that ports seem easy, but what ports are we looking forward to exactly?

I think there is a huge windfall in innovation just waiting behind VR, similar to all the exciting franchise jumps from 2D to 3D. Its just that nobody has said anything, at least that I have seen.

Final Fantasy 14 is pretty big and announced at TGS but I don't think they've shown it running yet.
 
They're more saying that they didn't have to change other things, like graphics details or number of polygons for objects and things like that.

At least from what I can tell. They simply ported the game, as it existed, to PSVR and it works great.

doesnt say "new content", but "content changes" Like say COD on Wii has different content than COD on 360.

Yeah I see that, but that kinda goes without saying given the expected resolution and framerate drop... I mean, it's not like VR games so far really push the envelope graphically other than the very high framerate...
 
Good to hear the process is easy. Hopefully that means a wide variety of games to try when the PSVR comes out.

Good news. I still think we have yet to be introduced to the VR 'Killer App' though. COD, GTA, AC, Madden, GT, Metal Gear, ....well pretty much every major franchise and every major studiio I can think of...none of them have announced AAA mainline built-for-VR games. Its all experimental or independent so far. I think MM Dreams is coming to VR, but that might be the biggest budget game that is coming to VR.

So it's great that ports seem easy, but what ports are we looking forward to exactly?
Ports of other VR games. You can't really take a regular game, slap it into an HMD and expect it to be awesome. The best VR games will need to be made from the ground up for VR.
 
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