Ps vr can update the processing unit standalone and make the experience better for less cost, i wonder if thats possible.
If yes, I would say 2-3 years cycle as well. If not, more.
the first ones 2 years apart..then it will become an annual thing with little adjustments but nothing major
2 years for the first few generations. Rapid iteration will be huge for VR in these beginning stages.
6-12 months for Vive/Rift
6-12 months for Vive/Rift
6-12 months for Vive/Rift
6-12 months for Vive/Rift
The processing unit is more like a stereo receiver. HDMI ports have a limitation on bandwidth, and the PS4 needs to send video data to both the TV and the headset at the same time. Hence, the PS4 compresses the video stream that is sent out of the HDMI port. The breakout box decompresses the compressed video stream so that the 1 HDMI port on the PS4 can output to both the PSVR and the TV. It doesn't do anything with graphics or power or any of that.
Thank you for that explanation.
Too bad, it would be smart if they could modulate like that, but I guess is hard, or impossible, to do.
*Resolution bump -> FoV Bump -> Resolution Bump -> Hz bump, etc.
Each step is very important, but the first two should be readily available in the near future and should be pushed out as soon as possible so we can get 2160p screens as 1440p isn't enough.
Unless we see a game changer like foveated rendering happen in the next 12 month, it makes sense that it will be a 18-24 month cycle. We may even see a "low-end" rift/vive to fill that market gap before we see a new high-end replacement.
I totally expect foveated rendering to happen in the next 12 months, given that there are working prototypes already.
But I may be overly optimistic.
New iterations every year would result in a crash for VR. Consumers don't want to buy something that isn't used constantly like their phone for big bucks every year and they definitely don't want to feel like their expensive hardware will become obsolete in the blink of an eye.
I should have said a consumer ready version. I'm not sure how long it will take for the costs to come down for it to be incorporated into consumer level devices.
Well, SMI thinks the cost at scale will be in single digits right now. But that's going to mean that every headset manufacturer is signing up for it right now, including lower end headset like gear vr.
Wishful thinking, I suppose.
Console version will be years behind like usual. I don't expect new version till next console gen.