BloodMoney
Banned
I want to play DriveClub & The Witness with this jam on my face.

"Next gen" hadn't even been around a full 6 months yet, I don't get any of your points.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.
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.
Yeah all that MS needs is something to jack up the cost of the Xbone even further.
I know. And Palmer said that CV1 will be superior to Crystal Cove and the Valve prototype. So clearly it's (at leastCrystal Cove is low persistence OLED.
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.
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 PS3graphics 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'm drawingt the line there
Blow did say this when he confirmed The Witness for Rift:I want to play DriveClub & The Witness with this jam on my face.
So, we will be supporting this device (and any similar devices) with The Witness.
Oh sorry, I thought you meant recently as in after CC had debuted.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.
I do, only 1080p though, maybe 960x960.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.
What's the supposed difference? AMOLED is a specific type of OLED display, like IPS is a type of TFT display.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.
Yeah all that MS needs is something to jack up the cost of the Xbone even further.
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.
My crystal ball, get off your high horse man this is a forum filled with conjecture and opinion.Oh yeah? How did you figure that?
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.
As I understood it, strobing the same frame multiple times for VR doesn't work since it produces unnatural artifacts on objects in motion.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?
This is exactly why I believe that PS VR can't hope to compete with Rift.
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.
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 crystal ball, get off your high horse man this is a forum filled with conjecture and opinion.
As I understood it, strobing the same frame multiple times for VR doesn't work since it produces unnatural artifacts on objects in motion.
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
You don't really want artificial motion blur with VR. (But no, even if you had it I don't think it would help with this issue).Even with motion blur?
Much respect to Carmack for his past contributions but I don't he's beyond questioning.Fair point, but John Carmack alone represents the kind of brain power that money can't buy. The best talent is simply drawn to Oculus.
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
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
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?
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).
And here's one reason why I think it may be tough to compete with Sony:
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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.
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.
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
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.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.
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?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.
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.
Even with motion blur? Or does motion blur even play nice with VR at all?
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.
And here's one reason why I think it may be tough to compete with Sony:
![]()
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 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.
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.