EDGE: Sony’s VR tech will be revealed at GDC

I want to play DriveClub & The Witness with this jam on my face.
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Considering next-gen's lack luster lineup of releases...I doubt that vr specific titles would be in enough supply to justify the add on. These vr devices seem pointless if they're exclusive to one system.
"Next gen" hadn't even been around a full 6 months yet, I don't get any of your points.
 
The quality of the headset is not the issue. It may or may not end up being better than the retail Oculus Rift. Who knows. The problem is that all the triple AAA PS4 games seem to be only managing 30fps. That's a non starter with vr. When you look around, your brain needs to be tricked into thinking that what it is seeing is real. And you don't get judder in real life.

Because developers are going for maximum eye candy in games that don't really need 60 fps. Games that absolutely need it like Battlefield can still look pretty good (even if it wasn't at 1080p).

Since both 1080p and at least 60 fps are absolutely required here developers will just have to focus on that and sacrifice a few effects to achieve it. I have absolute confidence the results would still be way better than a last gen game, which literally millions of people still find acceptable.

I think this thing needs to ship with lots of small "experiences" kinda like the AR stuff on Vita, but this time it would actually be meaningful. Imagine the diving game for VR, it would rock. Stuff like that should be easy to make and you could churn out a lot of these different experiences to get people hyped up for VR while third parties develop their games. I'd much rather have a few dozen of those experiences in the launch window than 1 full title.
 
Crystal Cove is low persistence OLED.
I know. And Palmer said that CV1 will be superior to Crystal Cove and the Valve prototype. So clearly it's (at least ;)) low-persistence OLED. That was my point.

Therefore my question: do you expect the Sony screen to be low-persistence OLED? (And if so, which refresh rate?)
 
Do you expect a low persistence screen?
Until recently I didn't even expect OLED for the Oculus CV1, but now it seems clear that it will be not just OLED but low persistence OLED.

OLED in CV1 is smartphone AMOLED, not full Vita-esque OLED. Many like to call those screens OLED because it is more powerful marketing word. As for low persistence in CV1, that's just commercial display with hacked display driver. Great idea for reducing blur, but nothing groundbreaking.

As for persistence in PS4 VR... I hope it will be there, 72-80hz version.
 
I presume it'll use the same type of 3D positional tracking seen on both the move and DS4 via the PSeye. So glowing light coming from the headset i'm guessing?

I don't care if there are PS2 like graphics as long as it feels like your in the game and not just watching a window into it I'll go for it. It's got to be around £300 or less otherwise it won't take off for mass appeal.

Driving (Drive Club), FPS (killzone?) and Elder scrolls like first person RPG's aplenty please!!!!!

Has anyone seen a demo of thrid person camera controlled VR game? If so ....Dark Souls 2 anyone?
 
But will it be impressive enough to guarantee a high attachment rate, people keep forgetting this is a business. I figure Sony is still trying to catch up on the money spent to R&D the move at this point.
Hey I am with you guys I want this in my hand, you could give me Uncharted PS3
I'm drawingt the line there :)
graphics and my mind would be blown. But I would not like to see another 3D or move situation where they make a big thing about it in the beginning only for it to just go dark shortly after bc of a lack in profitability.

I don't think they spent very much on that at all. The groundwork was already there from EyeToy and most of it seemed to just be programming the tracking instead of the camera or move balls.
 
I want to play DriveClub & The Witness with this jam on my face.
Blow did say this when he confirmed The Witness for Rift:
So, we will be supporting this device (and any similar devices) with The Witness.
I know. And Palmer said that CV1 will be superior to Crystal Cove and the Valve prototype. So clearly it's (at least ;)) low-persistence OLED. That was my point.
Oh sorry, I thought you meant recently as in after CC had debuted.
Therefore my question: do you expect the Sony screen to be low-persistence OLED? (And if so, which refresh rate?)
I do, only 1080p though, maybe 960x960.

As for Hz, I don't know. Apparently CC is 72Hz, and doesn't incur flicker, maybe 60 isn't enough, maybe 72 is more than enough, but 72 doesn't seem like a technical stretch. It just seems like a bad number for game development. Lots of animation is key-framed at 30, so ideally you want 60 or 90 I'd imagine.
 
Do you expect a low persistence screen?
Until recently I didn't even expect OLED for the Oculus CV1, but now it seems clear that it will be not just OLED but low persistence OLED.

Should be, I mean I'm quite positive they are aware about smearing on VR can lead sickness, otherwise it might be on Daily Mail frontpage on someone drowned in own vomit.


Rift DK1 is so shit on screen because they want it out asap for kickstarter people.
 
OLED in CV1 is smartphone AMOLED, not full Vita-esque OLED. Many like to call those screens OLED because it is more powerful marketing word.
What's the supposed difference? AMOLED is a specific type of OLED display, like IPS is a type of TFT display.

If you are talking about the subpixel layout, that's not specific to AMOLED (there are AMOLEDs with full RGB subpixel layout).
 
Yeah all that MS needs is something to jack up the cost of the Xbone even further.

I know Oculous is having problems with parts for the Rift, but I really would hope they they wouldn't partner up and possibly saddle themselves with Microsoft at this point. It doesn't seem like a good choice to make right now, unless Sony is locking them out of the PS4 console space with their own VR.
 
If Sony went with a low-persistence panel and aimed for 60fps could they strobe multiple times per frame and reduce flicker the way that film projectors do?
 
Considering next-gen's lack luster lineup of releases...I doubt that vr specific titles would be in enough supply to justify the add on. These vr devices seem pointless if they're exclusive to one system.

As long as there is a reasonable functionality overlap between different systems on different platforms, the more there are, the more confidence devs ought to have in pursuing VR projects, even if each platform is distinct.

i.e. as long as it's reasonably easy to port between VR platforms, the more the merrier IMO. Sony's offering will significantly increase the market size for VR content. MS could too if they offered something.
 
My PS4 purchase l8r this year just got a bit more expensive.

The good expensive.

GDC and E3 should be very good from Sony this year, can't wait!

EDIT: This is next gen 'ish, right here.
 
Oh yeah? How did you figure that?
My crystal ball, get off your high horse man this is a forum filled with conjecture and opinion.

I don't think they spent very much on that at all. The groundwork was already there from EyeToy and most of it seemed to just be programming the tracking instead of the camera or move balls.

Agreed, plus it seemed to be a small team working on the move tracking system at one point.
 
If Sony went with a low-persistence panel and aimed for 60fps could they strobe multiple times per frame and reduce flicker the way that film projectors do?
As I understood it, strobing the same frame multiple times for VR doesn't work since it produces unnatural artifacts on objects in motion.
 
This is exactly why I believe that PS VR can't hope to compete with Rift.

And here's one reason why I think it may be tough to compete with Sony:

3LaMyL2.jpg


You gotta consider the consumer profile and the brand... Valve is nowhere near this level of brand awareness right now, and especially not with Steam Machines.
 
This properly becomes once again a "We too"-reactions-product from Sony, like the Move, EyeToy, PlayStation 3's Motion-Controller, PlayStation Home, PSP, etc. They all look good on paper, but Sony never creates enough qualitative software to support those products.

Also it isn't hard to make a better product then the Oculus Rift, only trying to target the same low price-point is the challenge. Still i and surely Oculus VR are happy, that more people and companies show interest in virtual reality.

1) I applaud Sony for trying new things. Although I wish they'd put more effort into marketing - they do tend to just release stuff and leave it to die. But I think its unfair to call them 'me too' - they've been experimenting with image processing for years.

2) matching the 'low price point' of oculus rift when we don't actually know the price point?


oh and I don't expect this to be perfect. But even just having a big company like Sony investing in this area is exciting to me.
 
You know what will be the system selling feature for this ? Netflix support . Imagine a 100 feet screen in front of your eyes. Hell, you can watch Gravity in 3D with this and it would look better than Imax
 
My crystal ball, get off your high horse man this is a forum filled with conjecture and opinion.
Yes, and I wanted the logic behind your conjecture. If you aren't willing or able to provide it, you could just say so or ignore the question, no reason to be ratty about it.
 
As I understood it, strobing the same frame multiple times for VR doesn't work since it produces unnatural artifacts on objects in motion.

Even with motion blur? Or does motion blur even play nice with VR at all?
 
Who want's to bet Mark Green and Anton Mikhailov will be on show to demo this? They still did the best PSmove tech demos. Why they couldn't of help craft a game for the PS move is beyond me!?
 
You know what will be the system selling feature for this ? Netflix support . Imagine a 100 feet screen in front of your eyes. Hell, you can watch Gravity in 3D with this and it would look better than Imax

I never thought of that. Virtual screens via VR. This could also span over to all non-VR games displayed on a huge virtual screen.
 
You know what will be the system selling feature for this ? Netflix support . Imagine a 100 feet screen in front of your eyes. Hell, you can watch Gravity in 3D with this and it would look better than Imax

The FOV would basically make movies pan & scan. And the resolution per eye would be worse. I guess you could pillarbox to take care of the first issue while making the second one worse.
 
If Sony went with a low-persistence panel and aimed for 60fps could they strobe multiple times per frame and reduce flicker the way that film projectors do?

my understanding is that you can't do multiple strobing per frame in VR and you would need greater than 60fps with low persistence panels as strobing at 60fps is still very noticeable according to Michael Abrash
 
What's the supposed difference? AMOLED is a specific type of OLED display, like IPS is a type of TFT display.

If you are talking about the subpixel layout, that's not specific to AMOLED (there are AMOLEDs with full RGB subpixel layout).

AMOLED is easier for manufacture [after years of pushing it to smartphones], but offers lower image quality than full OLED [today it has come relatively close to them]. Its more popular because it lasts longer without appeariance of OLED defections, it has lower power drain, and the tech that drives power to light each individual pixel is easier for production.

AMOLEDs have full RPG subpixel layout, many types of it. Here's one from NoteII
http://en.wikipedia.org/wiki/File:Galaxy_Note_II_subpixels_representation.png


For VR, it is important to remove empty spaces between subpixels, because those "gates" can be easily seen in VR.
 
And here's one reason why I think it may be tough to compete with Sony:

3LaMyL2.jpg


You gotta consider the consumer profile and the brand... Valve is nowhere near this level of brand awareness right now, and especially not with Steam Machines.

this is not exactly the case. e.g sony is on its third iteration of smart watch yet most people don't even know about it yet crowd funded pebble is known by many. Dont know the sale number just observation by isitng various forums
 
With all these made-comparisons, weird claims ("Oculus Rift totally needs more competition"... Why?), etc... There's a clear message I'm getting out of these recurring threads about the alleged Sony VR system, and that's:
"Exciting new gaming tech isn't exciting enough if my favorite console brand isn't the one pushing it the most".
 
I never thought of that. Virtual screens via VR. This could also span over to all non-VR games displayed on a huge virtual screen.

I don't think so.

Netflix is often a communal experience. Doesn't lend itself to cutting all but one viewer out.

Besides, if this were a killer feature the HMZ would be more popular. (well that and it's price)
 
AMOLED is easier for manufacture [after years of pushing it to smartphones], but offers lower image quality than full OLED [today it has come relatively close to them]. Its more popular because it lasts longer without appeariance of OLED defections, it has lower power drain, and the tech that drives power to light each individual pixel is easier for production.

AMOLEDs have full RPG subpixel layout, many types of it. Here's one from NoteII
http://en.wikipedia.org/wiki/File:Galaxy_Note_II_subpixels_representation.png

Also, some form of advanced AMOLED tech would actually be better, as they have both great response times and much better black levels by physically turning those pixels off.
 
I never thought of that. Virtual screens via VR. This could also span over to all non-VR games displayed on a huge virtual screen.
Yeah, one of the first demos created for the Rift dev kit was a virtual movie theater. The only problem is resolution, 1080p isn't enough for a HD-quality movie/traditional game experience.

AMOLED is easier for manufacture [after years of pushing it to smartphones], but offers lower image quality than full OLED [today it has come relatively close to them]. Its more popular because it lasts longer without appeariance of OLED defections, it has lower power drain, and the tech that drives power to light each individual pixel is easier for production.
If, as you say, the display in Vita is "full OLED" and what Samsung uses is "just" AMOLED, then how come the quality of the Super AMOLED display in my Samsung device is much higher than the "full OLED" in my Vita?
 
I never thought of that. Virtual screens via VR. This could also span over to all non-VR games displayed on a huge virtual screen.

I'm very ignorant when it comes to this type of technology, and more generally the specific hardware of PCs and consoles, but if this was possible, I would totally buy VR. If some games were tailored to the device, that'd be nice. But to have movies compatible with this? Oh man, it just further gives value to the device.
 
I have many doubts about the viability of such technology.
Let's be real...they couldn't even support a cheap and easy to develop for controller like Move....
But the technology will be really interesting to see nevertheless.
 
Everyone interested in the tech should invest some time to watch John Carmack's keynote from QuakeCon 2012. He talks about creating his VR prototype which was cobbled together from various consumer components including Sony's HMZ. He remarks on how HMZ was a toy project for Sony to make use of its OLED displays, but that they were clearly interested in head-mount displays in general.
At 1:39:00 he talks about his first communication with Palmer Lucky. Very interesting stuff, but be warned it's extremely technical in nature throughout.

http://youtu.be/wt-iVFxgFWk?t=59m42s
 
I never thought of that. Virtual screens via VR. This could also span over to all non-VR games displayed on a huge virtual screen.

Valve has announced that their new SteamSDK will have support both for "fullscreen" VR gaming, and for "virtual TV" mode for legacy 2D content.
 
It's going to be ass for watching content, the resolution is terrible.

Gravity was only rendered at 2K ironically, but even with that, it's going to pale compared to watching it on a TV.
 
And here's one reason why I think it may be tough to compete with Sony:

3LaMyL2.jpg


You gotta consider the consumer profile and the brand... Valve is nowhere near this level of brand awareness right now, and especially not with Steam Machines.

Yeah i have to agree. Advertisement and Marketing is where they will differ to the public. Sonys advertisement push for the PS4 has helped it alot and doing so for VR would get it potentials sales.
 
This is exactly why I believe that PS VR can't hope to compete with Rift.

funny, because that is exactly why I think it *can*.

The much more open publishing environment on PS4 means we can expect a lot of the indie games supporting oculus rift to make their way over to PS4. And I personally expect those indie games to be where we really see some breakout experiences because those guys can experiment much more than the big publishers.

If this device was coming out for PS3 I'd be concerned about it being supported solely by Sony first party offerings. But on the PS4, I should expect strong Sony support *and* great indie games too.
 
funny, because that is exactly why I think it *can*.

The much more open publishing environment on PS4 means we can expect a lot of the indie games supporting oculus rift to make their way over to PS4. And I personally expect those indie games to be where we really see some breakout experiences because those guys can experiment much more than the big publishers.

If this device was coming out for PS3 I'd be concerned about it being supported solely by Sony first party offerings. But on the PS4, I should expect strong Sony support *and* great indie games too.

I know it's been said, but I could easily see Sony opting for Drive Club and The Witness as their two star VR debuts; both games seem like they would lend themselves very well, and this would cover both the AAA high end as well as the indie dev scene symbolically.

If they got Minecraft then that would be a true coup. People would go bonkers for that.
 
Yes, and I wanted the logic behind your conjecture. If you aren't willing or able to provide it, you could just say so or ignore the question, no reason to be ratty about it.

My logic is there was a big push for 3d and that did not catch on, same for Move.
I can't imagine these were developed without a price no?
Now I'm not saying that this will be the fate of VR, Sony seems to be in a better position this time, and not playing catch up in the console space.
 
The key to success for any of these VR devices (Oculus, Sony, and potentially Valve) is to strike the perfect balance between price and performance. Personally, i think the sweet spot for Sony will be $199 (maybe $249 if the camera is included). People will bitch about how Sony's VR might be less advanced than the latest Oculus model but sorry, I am not willing to pay 400 freakin' dollars on this. 1080p and OLED would make this thing astronomically expensive.
 
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