ashecitism
Member
I'm not sure if this has been brought up, but what about various post-processing effects and filters? How do they affect immersion?
There's already "virtual cinemas" for the RIft, even with (optional) seats and everything. And Valve has a legacy mode in the Steam VR client to play traditional games on a 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.
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!?
Nice picture, shame they couldn't yesterday...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.
Not really, no. 1080p OLED displays aren't that expensive anymore. I think it's the bare minimum you can expect.1080p and OLED would make this thing astronomically expensive.
Generally, you don't want post-processing filters designed to simulate camera behaviour for a VR game. (You'rre looking at the world, not at a film someone made of it)I'm not sure if this has been brought up, but what about various post-processing effects and filters? How do they affect immersion?
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.
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.
Ahhhh I'd be so down for some Ace Combat VR. That could be genuinely terrifying/thrilling given how well the Roller Coaster demos work.
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...
You don't need a full game to showcase how awesome VR could be.
A ton of little demos or little encapsulated "experiences" would be more effective than just 1 game IMO.
Lots of small stuff like a sky diving demo or a rollercoaster demo is enough to get people excited enough to buy the thing (at least the hardcore), while they wait for third party support.
It's also great for demo booths to get people excited quickly. Usually those throwaway demos are pretty useless, but just being in VR would make them pretty compelling IMO.
I think their best bet is to have a lot of those ready for launch alongside their main stuff like Driveclub.
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.
You say "Shame", I think "LOL"Nice picture, shame they couldn't yesterday...
I wonder if this will have its own processing modules in the headset to offset some processing from the ps4 itself
I don't want gimped, cheap VR. I want pimp VR, and am willing to pay $400 buck for fidelity.
I don't want gimped, cheap VR. I want pimp VR, and am willing to pay $400 buck for fidelity.
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.
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.
Generally, you don't want post-processing filters designed to simulate camera behaviour for a VR game. (You'rre looking at the world, not at a film someone made of it)
The Move sold fifteen million units, what do you think Sony's projections for it were? If they budged the R&D for being the profit from fifty million units or whatever, then yeah, but they would have never done that.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.
Extremely unlikely as the bus that the headset will inevitably use will be too slow to be any use in this regard.
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.
I watched gravity a couple of days ago on my passive 3D TV, so effectively half 1080p res (but appears higher due to stuff). Was very impressive. I think at least for 3D movies, the stereoscopy might help overcome lack of resolution. Especially if you simulate a very large screen, so you're at least using a large portion of the screen
I agree with you that a good price point is going to be the key to success. But if the unit is cheap to the point of having poor performance, that could end up biting Sony in the ass. IMO, it needs to be at least as good as Crystal Cove. I've used gen 1 Oculus, and it's not something I wanted to keep on my head for a long period of time... ie, excellent screens are necessary... but they come at a cost.I understand that but how many are willing to spend that much? Along with a console purchase that would be a $800 investment! The average gamer would not be able to afford this and the tech would -no doubt- eventually flop.
You'd need to throw some money at the Minecraft developers, but it should be relatively straightforward to do. The work already done on 'Minecrift', the mod for the Oculus Rift is already fantastic so they could borrow a lot of their techniques.
and Minecraft in VR is stupidly good, but quite different
Well, this is what's fascinating about how these things evolve.
Often you will see these dead-end branches or false starts that sort of revolve around a brilliant core idea, but the tech isn't ready when the idea happens, or there's other forces that work against it.
When you consider the work done around "3D" (the glasses kind): this resulted in a lot of new software and thinking around splitting the image stereoscopically.
When you consider the work done around "Move": this resulted in a lot of new software and thinking around an accurate 3D pointing device.
Both of these things, by themselves, have relative levels of novelty in and of themselves. But if they are paired together in a VR solution, they suddenly seem to become incredibly relevant again. That's the part that is most interesting to me. We've had many of the "pieces" of VR for some time, but the stars have to align just so.
That's the opposite.I have a feeling we are waaaaay too early in the gen for them to do this.
"You just bought a PS4? May I interest you in this headset, the finest VR 2014 tech can offer?".
Unless they are willing to announce that they will iterate as soon as the tech gets better, they will be locking clients into an early product just to be the first out of the gate. The next 5 years in VR progress will advance at a breakneck pace, leaving anything coming out this year outdated very quickly.
Still, I bought an Occulus devkit and I want VR everything. Can't wait to see what Sony can offer!
Ohh absoloutely I want the full 9 yards eventually, VR headset with camera tracking and "power gloves". I just don't want to buy into another false start as you put it.
I think the way for something like this to truly work is to be an integral part of the platforms inception. If this is the case for the PS4 then I am all for it, but I just temper my expectations based on what we have seen from a power/performance standpoint.
I always cringe when I read demo it. It's impossible to demo it properly without giving the audience the device to try it out themselves. That's also a big problem with selling the device. How do you convince the general mass of buying it without them trying it out? I mean retailers (the big ones here) barely have any game demos you can try (some still lacking PS4/X1 units to try them out), I highly doubt they'll get VR units for demoing.
Perhaps they're just going to show a prototype with some basic demos, confirm that many developers are 'hard at work' on VR projects, and offer a potential release date of '2015', and then stay quiet about it? They could just be wanting to put a name out there, acknowledge its existence, etc before people get too hyped about any rival products. They are probably closely following what Valve and Oculus are doing and may even be looking to collaborate on some level? After all, the fundamental stuff in VR has got to be solved, it would be better if everyone just worked together, sharing information at the beginning. Then they can all go off individually and compete again by making unique games.I have a feeling we are waaaaay too early in the gen for them to do this.
"You just bought a PS4? May I interest you in this headset, the finest VR 2014 tech can offer?".
Unless they are willing to announce that they will iterate as soon as the tech gets better, they will be locking clients into an early product just to be the first out of the gate. The next 5 years in VR progress will advance at a breakneck pace, leaving anything coming out this year outdated very quickly.
Still, I bought an Occulus devkit and I want VR everything. Can't wait to see what Sony can offer!
Perhaps they're just going to show a prototype with some basic demos, confirm that many developers are 'hard at work' on VR projects, and offer a potential release date of '2015', and then stay quiet about it? They could just be wanting to put a name out there, acknowledge its existence, etc before people get too hyped about any rival products. They are probably closely following what Valve and Oculus are doing and may even be looking to collaborate on some level? After all, the fundamental stuff in VR has got to be solved, it would be better if everyone just worked together, sharing information at the beginning. Then they can all go off individually and compete again by making unique games.
Why is supply such an issue?Everyone's gonna jack up the prices of the PS4 camera. I still can't find it anywhere..
I fully agree with this. Will be a huge priority inversion for many console developers though.If IQ and framerate are good, graphical fidelity need not be. I've completed Doom 3 and Half Life 2 on the Rift, and both were great experiences aside from the terrible image quality. Doom 3's dated graphics suddenly were fresh, exciting and atmospheric. HL2 suffered more from the poor IQ as it eats more into texture detail than geometry detail, and Doom 3 has way more geometric detail.
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".
Maybe not, the reason people push graphics so much is because it attracts people, it looks good in magazines and on TV ads.I fully agree with this. Will be a huge priority inversion for many console developers though.
A unified device would be nice, but it won't happen.This thing having PC support would be helpful to everyone I think. So long as not much needs to be done to program and configure the game to use both Sony and Oculus headsets, this could help drive software support on PC, which would only help Oculus.
I fully agree with this. Will be a huge priority inversion for many console developers though.
I'd add software support to that too.
There are games I would happily spend up to $500 on hardware to play, but there are not many (I have zero regrets about spending $300 to play Doom 3 and HL2 in VR... both were watershed defining gaming experiences for me). If this thing comes in at HMZ pricing (circa $1000) it's going to need a LOT of software supporting it to make me bite off on it.
I spent $900 for my HMZ-T1 knowing that it would work on any 3D equipment. I've played multiple games on PC, PS3 and Xbox 360 using it. It's a cool (although uncomfortable) piece of tech that I'm glad I still own, but if it had only worked with the PS3 I wouldn't have come close to getting my money's worth.
Why is supply such an issue?
Why is supply such an issue?
Perhaps Sony has a second-generation camera coming with tweaks for better VR support? If so, why would you ramp up production of the first revision? Of course it's even more likely they were just focused on the PS4 ramp with all available manufacturing.
A unified device would be nice, but it won't happen.
People keep talking about Driveclub being the showpiece, but The Witness seems like a perfect fit, artsyle and performance wise. It's no surprise that rumours peg it is one of the supported titles.
There's been reports of DC being demoed with it, The Witness is harder to know, but Blow hopes to hit 60 on PS4 when it launches, if it's 60/1080p, there's enough of a foundation to push to VR.My vote goes to WipeOut. Sony always uses that IP to demo new stuff and I think it would be just perfect. Drive and Witness will be too graphically intensive I reckon.