Hey, Cartman, Sangetsu-II made
a really nice list of PSVR titles. I'm not sure if it's quite current, but there's a ton of stuff in there.
Just watching that PS VR PlayRoom video. Can you have multiplayer asymmetrical gameplay with the social screen? Like 3/4 players on pads on the TV with a different view to the VR player?
That could be amazing.
Yup. For example, the player wearing the headset can be Tony Stark, and their buddy who grabs a DS4 can operate the JARVIS interface that's displayed on the TV, feeding information to Iron Man via the Camera's mics, hacking computers, and otherwise assisting the Iron Man player.
Lumping PS-VR within this thread which is titled high end VR is quite ironic.
PSVR has the highest frame rate and sub-pixel resolution of the three.
Oculus has the best headset, Vive has the room scale tracking (available at launch), and PSVR has its own exclusives. Can't pick one and have it all.
Out of curiosity, why do you consider Rift superior to Vive? I thought they were more or less the same, but Vive adds the visor-cam. What's Rift got?
Even Dreams has not been "officially" confirmed as a product that will have VR support. It's got a hundred wink wink nudge from Media Molecule employees, but nothing signed in blood. =P
I think it's been confirmed by everyone at MM except the guy actually making the engine. lol
Most anything I've played recently does output mirroring, and it has been a thing since the DK1 days.
Is it the same (pre-warp) side-by-side view being sent to the headset, or do they stretch and crop one eye to fill the monitor? PSVR does the latter, which is a little more normal-friendly you thought folks complained about letter-boxing
though it does reduce their vertical FoV. They're just onlookers though. /shrug
I think I even read somewhere that the "social screen" image is very limited in terms of resolution and framerate due to bandwidth limits, something like 720p30?
I'm fairly certain that's just for the mirror mode. It starts with the left-eye image which is only half-res to begin with before flattening, and it needs to be cropped from 8:9 to 16:9, losing even more information. They may even end up with something a bit worse than 720p.
I have a fairly distinct memory of Marks bragging that when doing asymmetric social screen in PlayRoom VR, the PS4 was rendering a 1080p120 feed for the VR user, plus a separate 1080p30 for the four users playing against them on the TV. Fuck if I can find it though. ><
I thought for the asymmetric games, the second image was being sent over USB? Thought I read that somewhere.
Correct
Can the breakout box remain connected permanently and the HDMI will passthrough normal games?
Pretty sure that was actually the main point of the breakout box, actually.
Oculus are probably happy enough with people buying some games in the Oculus store if that is more convenient to access/launch them. Creaming something off the top vs steam. I doubt they expect to actually replace steam completely for VR purchases.
"Skimming." <3
I believe that the wire that connects the headset to the processing box (and thus to the PS4) has a place where you plug in your headset. I don't know if wireless headsets will be supported (since the external box does the 3D audio) but it is just a standard audio jack from what I've heard.
PSVR has a 3.5mm headphone jack in the headset, just like the Vive. Been there since it was revealed, since it's vital to their positional audio. They considered using integrated headphones, but users' ear locations varied too much for that to be a good solution.
I think that is unfair, as seated and standing experiences are very different but not necessarily better or worse than each other.
Sure, and you can easily use wands while seated. Physically walking around is really the important distinction here, because it puts PCVR in a class by itself, conveniently above typical concerns like frame rate and resolution.
Quite dangerous if tip over by losing the balance lol.
I imagine you'd want to use something like that while safely nestled in a recliner with your DS4 anyway.
Well the display is only a single 1080p panel compared to two vertical higher resolution displays in Rift and Vive.
In addition to being full RGB as mentioned, PSVR is also 120 Hz versus 90 Hz on PCVR.
Their tracking solution isn't as complex as Rift and Vive. The camera has already been made for a few years so they probably have been able to reduce its cost, and the same with Move controllers which have been out for a while.
PSVR uses precisely the same tracking system as Rift, though the tracking on PSVR is a little more robust because of the color of the markers they use. However, PSVR is unlikely to ever support the use of additional cameras, though it certainly could. Though if you want to get technical, PSVR is already a stereo-camera setup, which helps z accuracy and improves field of view a bit, but doesn't do much to reduce occlusion because they have roughly the same spacing as your eyes. The PSVR wands are generally difficult to occlude for long though, and precise tracking is mostly important for the headset, which has LEDs all around. The primary occlusion concern with PSVR will be wandering out of the camera's field of view, but the system warns the player when they start straying out of range.
Plus, they can easily subsidize since they get money off of every single game sold since it's a walled garden.
Sony have indicated they'll be pricing it like a console, so yes, at cost, just like the Rift. In theory they could sell it for below cost, but I don't think they really will, unless it's just to round down to a nicer MSRP. (i.e. $$323 -> $299, etc.)