From what people are saying, it's a small increase. Like only a 20% jump in power.
Despite whatever you might feel, right now Meta is the best bet for getting real developers to VR, not Sony, PSVR 2 has some niche shovelware lineup right now.fuck facebook and anyone who uses their trashy ass products.
Thing is they are talking about features, but Zucker won't give us specs yet, and he's a guy that usually loudly boasts about his vision.
Makes you wonder. Will he go with better specs to keep the price below his promised $500, which may mean more losses, or will he cut the specs to go for $300-$400.
Despite whatever you might feel, right now Meta is the best bet for getting real developers to VR, not Sony, PSVR 2 has some niche shovelware lineup right now.
It's going to take mass acceptance for VR to grow.
Yes.Are you talking about software devs? Or video game devs?
Yes.
Realistically both.
It's a standalone SKU that just works, vs having to buy a still kind of rare machine PLUS more hardware that is STUCK to a WIRE.
The problem with outdoor use is the tracking and the fact that light is focused onto the screens meaning they can burn in seconds in direct sunlight. You can mod a quest 2 to overcome the first problem already, but I am guessing at some point they will add auto darkening to the lenses to protect the screen and on the cameras to allow for tracking.Is there any tech on the horizon that would allow vr outdoors? There can be some great vr/ar paintballesque skirmish potential.
Depends on the user. For gamers the functionality of these headsets is this....
MetaQuest 2 and 3 = Nintendo Switch
PSVR2 = PS5
PCVR = PC Gaming
Nobody expects to use their PS5 on the go like a Switch.
Yes.
Realistically both.
It's a standalone SKU that just works, vs having to buy a still kind of rare machine PLUS more hardware that is STUCK to a WIRE.
If what you say is true, then VR is doomed because Facebook doesn't know what they are doing (when it comes to gaming). Considering this is GAF, I'm only viewing this through the lens of being a gamer. Facebook totally sucks in this arena.
I think $400 is the new floor for any VR device's price. We won't be seeing $300 for a while on a new device. Unless the headset has like 64GBs of HDD space lol
They are bad, and have the best selling VR game of all time.
Zucker got lucky quite a few times, but I think his luck is running out if he doesn't change his current strategy with Quest 3.
But he's so obsessed with this vision of his that he's letting his opportunities pass him.
VR headsets are inherently already blurry before FFR is applied, hence why FFR is used in the first place. Eye tracking won't much fix that.The problem with fixed foveated rendering is that your eyes move.
When it comes down to it, it's not a Quest vs PSVR choice anyway. PSVR 2 is what you get because you have a PS5. Quest is for standalone and/or PCVR players. PSVR2 could never satisfy somebody looking for standalone capability. Additionally, it has no onboard speakers, no wireless, no color passthrough, no pancake lenses, and no official PCVR support. At this point, going by rumors, it even has lower resolution than Quest 3. It's just a PS wall-garden tethered headset. Which is fine, but it's not a Quest.Weird obsession with foveated rendering ITT.
I mean, it's nice for saving a little bit of resources, so I sometimes use the hack on PC that lets you force it into any game, if I'm worried about a game rendering full resolution. But it's not a user feature so much as an optimization.
There are plenty of compromises they have to weigh when putting out an actual all-in-one headset that is affordable. There's no inherent reason that foveated rendering is more important than actually being wireless so that you can enjoy free VR spatial movement. It's like anything Sony added to their headset is suddenly considered necessary even though Sony has massive compromises of their own that directly affect the user. Waaaay more actual users will be bothered by a physical cord than by having one less option for improving game optimization.
The Quest 2 only has greyscale pass-through. So what else would you call..full color pass-through..?"Full Color"? Fire whoever came up with that shit.
VR headsets are inherently already blurry before FFR is applied, hence why FFR is used in the first place. Eye tracking won't much fix that.
Ototh, the Q3 have a contextual advantage when it comes to lenses; pancake lenses.
The Quest 2 only has greyscale pass-through. So what else would you call..full color pass-through..?
me neitherCan anyone give me an example of a good gaming use case for mixed reality?
Because I don't get it.
But why use pancake lenses if you are just going to blur the edges using FFR?VR headsets are inherently already blurry before FFR is applied, hence why FFR is used in the first place. Eye tracking won't much fix that.
And in that context, the Q3 actually have an advantage when it comes to lenses; pancake lenses. Surprised so few have mentioned this, it could be a bigger game changer in some ways than eyetracking
But why use pancake lenses if you are just going to blur the edges using FFR?
What you even talking.VR headsets are inherently already blurry before FFR is applied, hence why FFR is used in the first place. Eye tracking won't much fix that.
And in that context, the Q3 actually have an advantage when it comes to lenses; pancake lenses. Surprised so few have mentioned this, it could be a bigger game changer in some ways than eyetracking
Ok, explain please. Even my Reverb G2 has peripheral blurring even though is much improved from my DK1. Which is why FFR is very useful. Even the PSVR1 used it AFAIK(? I swear I saw Sony talk about it during some techtalk)What you even talking.
None of that is true. Absolutely nothing.
Well, some of it kinda is, Fresnel lenses do have some blur around the edges but that does depend on the lens, high quality ones suffer less than cheap ones. They do suffer from chromatic aberration also to varying degrees but most lenses suffer from this due to the different light wavelengths.What you even talking.
None of that is true. Absolutely nothing.
Vr headset are inherently blurry.Ok, explain please.
Vr headset are inherently blurry.
No they are not.
Learn how to read firstVR has been my hobby for 40 years. I've bought ALL the Oculus devkits, Valve headsets and now a Reverb G2. And here you are telling me that no headset has blurry peripherals.. It's almost like I've walked into bizarro world.
Learn how to read first
ByeTrying to sway me with an asshole attitude and ludicrous notions doesn't work that well. You were obviously not here to argue in good faith when you're unable to write a post without inserting insults. So off to my ignore list with you.
Correct, PSVR 1 games generally used FFROk, explain please. Even my Reverb G2 has peripheral blurring even though is much improved from my DK1. Which is why FFR is very useful. Even the PSVR1 used it AFAIK(? I swear I saw Sony talk about it during some techtalk)
I respectfully disagree as I've done my own direct hands on experiments with FFR in OpenXR and tuned it to the natural blurring. But no biggie. I do appreciate your reply.Correct, PSVR 1 games generally used FFR
But FFR isnt due to the edges being blurred on Fresnel lenses, it is there to improve performance. FFR would be used no matter which lenses they used on Quest or PSVR due to the hardware not being all that powerful.
For gamers yeah. But it's obvious they want this headset to go hand to hand with their flagship one. So surprise no oneeye-tracking is much more important than color passthrough.
As a developer though I don't care about the shortfalls of the lenses, I do however care about performance and if I can gain 50% performance by using FFR then I'll use it. FFR was created to gain performance, that's all.I respectfully disagree as I've done my own direct hands on experiments with FFR in OpenXR and tuned it to the natural blurring. But no biggie. I do appreciate your reply.
He’s wrong
I would be bothered if GT7 had only 1vs1 races in VR like Sport or if Resident Evil was all blurry like in PSVR. Eye-tracked foveated rendering saved me from that.Waaaay more actual users will be bothered by a physical cord than by having one less option for improving game optimization.
Zucker is like the coach that took over a team that lost in the championship round the previous year and took full credit for that same team winning a championship the next year. But then 4 years later they are losing more games than they win and people start to wonder what happened and how that coach lost his touch.
Not realizing that the 1st championship wasn't one he earned, but got on the backs of the previous coach's making.
More that he was using the previous coaches training, butt hen decided it worked to well so made up his own he refused to give up, which he can switch back to anytime. But won't.