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PS Blog shows some info on PSVR2 features


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4 minutes ago, Ramza said:

Looks like an improvement from Oculus Quest 2 similar setup. This is amazing. 

 

But most importantly that shot from Horizon looks impressive visually to me. Man, I'm gonna need a PS5 with a PSVR2. Fuck my life. 

I'm shocked nobody ever presented the GDC conference video.

 

But it was from the Unity game engine developers talking about PSVR2.

 

And even though they sounded boring, what they were alluding to regarding HOW BIG OF A DEAL foveated eye-tracking is going to do to performance, was very exciting.

 

They gave some numbers:

 

Quote

The big focus seemed to be on detailing the headset’s eye-tracking. As previously reported, PSVR 2’s eye-tracking will be able to provide foveated rendering. This is when an experience uses eye-tracking data to only fully render areas of the screen that the user is directly looking at, whilst areas in your peripheral vision aren’t fully realized. This can greatly improve performance if done right.

 

According to Android Central, the Unity talk revealed that GPU frame times are 3.6x faster when using foveated rendering with eye-tracking on PSVR 2, or just 2.5x faster when using foveated rendering alone (which presumably only blurs the edges of the headset’s field of view, which is a technique commonly used on Quest headsets.

 

Running the VR Alchemy Lab demo with dynamic lighting and shadows on PSVR 2, frame time reportedly dropped from 33.2ms to 14.3ms. In another demo — a 4K spaceship demo — CPU thread performance was 32% faster and GPU frame time went down from 14.3ms to 12.5ms.

Moving beyond performance, developers also outlined the various ways eye tracking can be implemented into experiences on PSVR. The headset will be able to track “gaze position and rotation, pupil diameter, and blink states.”

 

This means you will be able to magnify what a player is looking at — particularly useful for UI design — or use eye data to make sure the game grabs the right item when the player is looking at something they want to pick up.

 

Developers will also be able to tell if the player is staring at an NPC or even if they wink at them, allowing them to program custom responses from NPC to those actions. Likewise, eye tracking can be used for aim assist when throwing an item, for example, so that the item is course-corrected and thrown in a direction closer to the player’s intention, based on their gaze.

So lets say a PS5 game, that delivers almost 4K quality resolution runs at 30 frames per second on a regular television.

 

achieving 3.6x increase in frame times because the GPU is only delivering the highest-possible rendering the EXACT SPOT where your pupil is staring, and it saves on GPU resources by rendering everything else outside of that spot in increasingly-lowered resolutions

 

that means that near-4K 30 frame per second game can run at 90 frames per second inside the PSVR2 headset, and to your eye, the visual quality will still remain the same.

 

In other words, Horizon Forbidden West looks at its best running at 30fps on a regular tv......you will be able to get that SAME LEVEL of visual quality inside the PSVR2 headset with the game running at 90 frames per second, because they know what part of the screen you are looking at, and they render that part at the highest quality.

 

That. Is. Killer.

 

And the PSVR2's foveated eye rendering is baked into the Playstation 5's development kit, and they're development tools.

 

And Unity is clearly already prepping for it.

 

A developer making a REGULAR Playstation 5 game, like a first-person shooter, can probably add a VR mode without having to tweak their own game's graphics.  We will be seeing more "standard" retail games have VR modes on the Playstation 5.

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Just now, jehurey said:

holy shit, the Quest 2 is actually going to go UP in price, a $100 price increase, beginning next week????

 

 

 

:drake:

They probably caught wind of what Sony is going to charge for PSVR2 and said... yea we can do this  :hest: 

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3 minutes ago, Remij said:

They probably caught wind of what Sony is going to charge for PSVR2 and said... yea we can do this  :hest: 

actually, they probably saw the gaming landscape on PC and said.....yea we can do this :drake:

 

the Quest 2 isn't going to affect PSVR2 in the slightest.

 

Not even a blip on Sony's radar.

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Just now, jehurey said:

actually, they probably saw the gaming landscape on PC and said.....yea we can do this :drake:

 

the Quest 2 isn't going to affect PSVR2 in the slightest.

 

Not even a blip.

You thought that was clever :tom: 

 

 

 

PSVR2 will not sell anywhere close to Quest 2.  It's dead in the water... like PSVR is.

 

Nobody wants tethered VR that only connects to a console :hest: 

 

 

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1 minute ago, jehurey said:

i know it was.:tom:

No, you know it wasn't. 

 

It's hilarious how stupid that comment was, actually. LOL

 

And PS5 isn't going to sell anywhere close to Quest 2.

 

LOL tethered to a console in 2022:cruise: 

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16 minutes ago, jehurey said:

holy shit, the Quest 2 is actually going to go UP in price, a $100 price increase, beginning next week????

 

 

 

:drake:

Wow, I've never seen this in the video game industry. The cheap price was one of it's biggest selling factor. Honestly they better include better headstrap instead of of Beat Saber. 

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1 hour ago, Remij said:

You thought that was clever :tom: 

 

 

 

PSVR2 will not sell anywhere close to Quest 2.  It's dead in the water... like PSVR is.

 

Nobody wants tethered VR that only connects to a console :hest: 

 

 

You mean with the exclusive best platformer of the 10 years PSVR, Astro Bot? :lawd:

 

Or exclusive best survival horror game ever RE7 in VR? With both RE8&RE4 VR modes on the way? :mjpls: 
 

 

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