Starts at 14:20. Its an external processor/GPU combo that takes raw feed from the console and splits it into three feeds. Two for the VR headset, and one for the TV so people can view a 2D image of what you are seeing.
>>323135608 I'm choosing the headset that actually has games announced for it, I don't care who is making it. I view Facebook as the financier of the Rift, but Palmer, Carmack, etc are the actual folks steering the ship and are pretty decent people as far as I can tell.
No. Take a 30 fps game and downgrade it to hit 60 fps.
Then you have to render two instances of that game so another downgrade until both renders are 60 fps.
Then sony uses time warp to create 60 fake frames to give the impression of 120fps.
These fake frames are not ideal to fill in and might cause discomfort. The rift uses time warp too but only to offset small dips under 90. If the solution was truly good, the rift would have lowered recommended specs and used time warp from the get go so even toasters can use vr.
My guess is sony will try to push devs to reach 90 native frames in the end.
>>323133586 Its a separate box with another SoC in it. AMD developed a VR API called LiquidVR, and the thing it does primarily is allow one GPU to render one view port, so a second GPU renders the second viewport. Essentially giving a Crossfire setup a slip workload to handle per GPU.
The PSVR employs this method of rendering, and the little box that you plug the headset into contains that second GPU. Its pretty clever.
If Sony wants to get say bloodborne on vr they will have to downgrade the game visually to hit a solid 60 fps. Vr requires the game to be rendered twice so that single 60 fps render would have to be downgraded even further until you have two instances of bloodborne running at 60 fps.
60 fps isn't enough for vr so Sony uses time warp to stuff in fake frames to 120. This might cause artifacts or blur that can cause discomfort. Even if it didn't the degree you would have to visually downgrade a game to get it running before timewarp is quite a lot. It's even more so if you want to run 90 fps native.
>>323138180 Lets say the PSVR is $600. The 500gb PS4 with a bundled game is $350 now, so the combined cost is $950. PSN subscription aside, that $950 at least lets you play games of a guaranteed fidelity in VR. Everyone who buys a PS4 can have the exact same level of experience in whatever VR titles Sony gets on their platform.
A $600 Rift coupled with a $350 PC isn't going to get you a whole lot if you expect gameplay, but you can still get the 3D cinema, VR web browsing, and all the other "presence" related stuff that isn't very hardware intensive. If you want a desktop with enough power to handle games at decent settings then you're looking at over $600.
So unless the PSVR thing is priced around $800 it'll be the most approachable platform for mainstream VR.
>NES >weaker than the Master System >SNES >better than Genesis but inferior to Neo Geo >N64 >more powerful than the PS1 but gimped to hell by limited cartridge storage space >Gamecube >better than PS2 but blown away by Xbox >Wii >Wii U
Yeah, they have a track record of just blowing us away with vastly superior hardware, don't they?
>>323139029 Software support. Oculus actually demoed actual games, not just proof of concept tech demos like HTC VIve did. Plus Oculus Studios is funding around 20 games (which otherwise wouldn't exist) directly to get the ball rolling, while they are funding some other developers, again, for games that otherwise wouldn't exist. And before you freak about "OMG EXCLUSIVES" you have to realize that there is no reliable, full-featured API that is headset agnostic. SteamVR gets close, but the development support Oculus provides will be supporting their own SDK for obvious reasons, and for the third-party titles they're funding, they can do whatever they want after release, but those games are just coming to Rift first (and most probably plan to support both main headsets in the future).
>>323139441 I'd personally expect Rift+Touch and the whole Vive package to be around $800 (no tax or shipping). One thing to note is that Aussies and Euros will get shafted either way by VAT and taxes, while some US states (like mine) won't pay tax and will only pay for $30 shipping.
>>323139181 >Sony calls the small box a “PU”, short for “Processing Unit”. The box makes sure that the signal coming from the console is accurately transformed into a proper VR signal for the headset, and it also helps convert the footage into 120Hz.
>>323139708 You're completely wrong no matter what single line you dig out of a first impressions article in which the author didn't even handle the hardware.
AMD has two semi-custom design wins for 2016. Sony is the client for one of them, and they did not order a new APU for the PS4, nor did they order a die shrink. Its an X86 SoC for the PSVR. Their other semi-custom part is an ARM chip, and theres a 99.99% chance that is for the NX.
Completely incorrect. Sony has already discussed what the box does multiple times and has never mentioned it being an apu. They already said it will cost the same as a console so thinking a new apu+vr headset will be 400 bucks is hilariously deluded. Keep trying though
>>323140757 Sony themselves have went into no detail whatsoever about whats in the box, they were intentionally vague as expected. The average consumer pleb, like yourself, doesn't need to know any of this so they have no reason to broadcast it.
Its an X86 APU. The system only works as it does because they're leveraging AMD's LiquidVR and using two GPUs. Sony ordering a new semi-custom chip being released in 2016 is a fact.
>>323143025 Most do but most can't afford or justify spending the PC requirements to even run that shit. That is one thing everyone seems to miss. I can imagine a lot of pissed of consumers of Rift when they find out their toaster can't keep stable frames. It's gonna be glorious fail.
>>323139354 >NES brought game industry out of the crash >Comparing SNES to a fucking arcade board in a console shell that most consumers couldn't even afford >Implying its game format has any bearing on the quality of the hardware itself >Comparing a solid fucking cube that runs games better than the dominant platform to a gimped PC that overheats, burns down houses, introduced paid online, and has a terribly sparse library The last two get a pass. Nintendo hardware has always been good for its gen before the Wii. Just because better existed doesn't make it shit.
>>323137874 >AMD developed a VR API called LiquidVR >and the thing it does primarily is allow one GPU to render one view port, so a second GPU renders the second viewport. Essentially giving a Crossfire setup a slip workload to handle per GPU.
My system is i7 2600k plus 780 GTX and 3Dmark tells me I won't be able to run fucking VR.
Sure I made this PC a few years back for over 2000 (cases aren't free anon, screens aren't free, mice and keyboard aren't free) but it's still a solid system but if I can't even run games in VR then fuck it.
I expect you're full of shit. There is no system that is 1k and can run VR on the market at all. You can hardly get a decent mobo, SSD, PSU, cooling etc. plus decent GPU with that.
tl;dr - /v/ is retarded a PC is only the CPU and GPU and counts that as the whole system
>>323150329 >You can hardly get a decent mobo, SSD, PSU, cooling etc. plus decent GPU with that. >with $1k My PC has an i7 4790, an R9 280x, 16 GB DDR3 RAM, a decent mobo, a decent case, a 750 GB HDD, a M+KB (G9x and a $20 Microsoft ergonomic keyboard), a headset (Gamescom 780), a bluetooth adapter, an Asus 1 Gbps wireless card, and a Samsung Synchmaster, and overall it probably cost me around $950 total (~$750-$800 for the PC parts and an additional $150-$200 for the peripherals + monitor).
Maybe in America prices are that low but rest of the world, nope.
If VR is only something America will use then maybe it has a chance since you guys get the cheapest electronics in the world despite it all being made in China.
Let me break it down to you what you're saying is full of shit too
>decent case a decent case costs 200 to 300 alone unless you're willing to go with a cheap shit that doesn't even have cooling or proper airflow which basically means you're building a budget cheap shit PC that will overheat come the time you want to OC to stay in the 60 fps region
>bluetooth adapter you mean those 1 dollar fucking things you can get anywhere? why even list this shit
>750 GB how poor are you? are you installing 20 games only and no space for movies, porn, images etc. 750 GB doesn't last at all and what speeds are you talking about? 3000 RPM piece of shit HDDs? You want your games to stutter or bottleneck it with shit speeded HDDs? You either go 7200 rpm / SSD or go home faggot
>a keyboard and mouse microsoft garbage shit. I dont think people need to use mechanics but at least get a decent mice you faggot.
>headset that's a piece of shit headpiece, I'm so sorry
>wireless card dumbass, get a decent mobo that has it built in. my 4 year old mobo can support wireless. what kind of cheap chinese shit are you buying that can't even do that?
>150 for peripherals and monitor bullshit unless you're playing your vidya on a fucking 21 inch tiny dick monitor which isn't even worth playing games at all, just get a tablet faggot if that's how small you want your PC games to be in
even with that budget nigger PC of yours it STILL wont be able to run VR at all. plus the headset itself is close to 1000 dollars ontop of all that
>It's time to turn this brand new technology into a commercial product >Should we keep the price as reasonable as possible, even if it means compromising in places? We really need to get the technology out to the masses and give it some legs so we can really make some money from it >No, that's dumb, let's not do that at all >Let's go all out, release it right at the start of the year, before any new hardware is announced, make the recommended specs ludicrous and charge people an arm and a leg for a completely unproven technology that very few people have actually had the chance to even try >Fucking great idea, I love it, that high price will surely drive massive sales and huge investment from developers
Just another day for the committee of stupidity and their crazy ideas machine.
>>323152018 >the PS VR is priced at two times the basic PS4 price >you need 3 PS4's worth of hardware to do VR with the PS4 This is on of the many, many times I'd like to be the fly on the wall of the meetings that okay this sort of stuff.
>>323152329 VR is a very tiny niche for a very tiny niche of enthusiasts. It is not for mainstream consumers. The only ones who might be trying to make it mainstream are Sony, and even that is uncertain as pricing hasn't been confirmed yet.
>>323152464 http://www.newegg.com/Product/Product.aspx?Item=N82E16811139018&nm_mc=AFC-C8Junction&cm_mmc=AFC-C8Junction-PCPartPicker,%20LLC-_-na-_-na-_-na&cm_sp=&AID=10446076&PID=3938566&SID= http://www.directron.com/fdcadefr4bl.html I get the feeling that you're a retarded Auscuck honestly. Worst part is that you actually think recommended specs = "If you are below this you won't even be able to RUN these games!"
>>323152682 Even if the commercial Rift was selling for $50 it wouldn't change the hardware requirements to drive games on it at high resolution and fidelity. The amount of compute power necessary for VR gaming is the underlying issue, not the cost of the headset itself. Its a tiny niche for enthusiasts because of this. You need one or more of the very best GPUs on the market right now along with a high end CPU if you expect to play any VR title with impressive graphics.
No companies on the planet can do anything to fix this aside from intel, AMD, and Nvidia.
>>323152829 As this anon said, >>323152912, the problem is related to why this anon, >>323152682, was off the mark about PS VR having the chance to do VR "as cheaply as possible."
This IS as cheap as possible. The hardware and its price is simply not at the point where it can be sold for cheaper. A PS4+VR is $1200 and an Oculus+PC is $1500. That's what's needed right now for "proper" VR that isn't just a phone strapped to your face. The PS VR needs to make up for the hardware difference between the PS4 and the kinds of PC the Oculus needs to run. There's no way in hell the PS4 by itself is going to be able to get the kind of VR being marketed without any sort of additional APU. Not that it's going to match it anyway. This is the same of song and dance of pre-release marketing and hype making things look nicer than they're going to be. But even so, to get closer to it, the PS4 needs that extra oomph.
>>323153534 As far as I know, there's no source. It just seems like the most logical answer as to why the PS VR is twice the price of the console you need to use it. The PS4 cannot achieve, on its own, the kinds of VR they're talking about here. That's really the crux of it.
There's also circumstantial stuff about various AMD custom chips being made.
>>323153860 True, it may all turn out to be a mistake. It seems to have been put up by Amazon itself, not some third-party, but I don't recall their track record on these things. I guess we'll see.
There's still the problem of how the PS4 is going to be able to handle VR on its own. And it's not like the whole $800 would be the APU anyway. Even if they're making the headset component at less than the Oculus, a proper APU to help the PS4 along could easily make up the remainder.
>>323139809 >But it is primarily a gaming platform Nope. Luckey has said it's primarily a video and "experience" platform aimed at gaming in it's infancy. Carmack said only about 50% of time in Oculus is games.
I've seen retards buy 1k Blu Ray machines in the past for what? A little more resolution over dvd? Then this comes along at 600 and will decrease in price by the year and people are offended? That price tag is literally the premium for hot tech. It's not even that jacked up
I'll get vr when some real games come on on the level of open world shit. Not flight games and fucking tech demos.
Things along those lines. If we don't get that then what's the point? I'm not getting vr for a few shitty titles I want all releases in vr. The porn thing did make me think twice though hmmm I'll see how development goes for that
Do you live in an empty warehouse? The vive has you restricted to the size of the room. Jesus you guys literally know nothing how VR works.
FPS games won't work on VR nor will 3rd person games. Only games where the character is stationary like in a cockpit will prevent motion sickness. This is why it's absolutely stupid that people are hyped about VR. If you're not a flight simmer or racing game fan, VR is useless to you.
>>323160197 how does running on the spot make the fluids in your inner ear move back as they would when you actually move forward? jesus christ man just go ahead and buy the oculus and puke your guts out while performing aerobics
>>323162648 I know a lot of hardcore people who just can't play an fps or a tps with the oculus devkit and so on. But shit like eurotruck simulator and flightsims are fine. They say it's not an overwhelming nausea but you would not want to experience it for longer than 30 minutes.
>>323134663 >If you're referring to the Vive, there's nowhere near that many titles being developed. Do you really think there will be a staggering amount of Rift-locked games? Do you really think the few that lock out the Vive won't be patched in a matter of weeks? It's a screen and some motion data, making exclusives is not only a retarded choice, it's a conscious lock-out, not a lack of support.
>>323163707 Exactly, PSVR is not much better than oculus devkits. Nobody is going to be using PSVR on PC . Cheap Oculus knockoffs will be the cheap PC VR. They open sourced their Dev kit for that explicit purpose.
>>323164296 >it's a conscious lock-out, not a lack of support So then, like pretty much every single current console exclusive? Because they sure as fuck don't use any special features from a PS4 or Xbone, probably because there are none worth mentioning.
>>323165138 No, not at all, it takes lots of extra work getting something running on a different OS with different hardware, even when they use the same x86 architecture. If it was that easy, we would see fan made ports.
>>323164734 >>323164908 They compressed the movement of the camera and did a bunch of clever stuff to prevent the feeling of movement. https://www.twentymilliseconds.com/post/luckys-tale-avoids-vr-sickness-camera/
The camera is not following the character more so than you're overlooking it.
>>323136698 >...splits the raw processing 3 times for a silky smooth 30 fps I'm half-watching a really depressing movie with my family atm and burst out laughing for a good ten seconds. Thanks for the chuckle, you delightful little idiot.
Y'all niggas dumb as shit if you think they're going to make the headset more expensive than an actual PS4. Sony is an electronics company that produces its own tech, they don't have to rely on third parties like the rift. I mean, I'm not saying it's gonna be better, but it's definitely going to be cheaper, maybe $400 max.
>>323165292 We don't see fan-made anything because consoles have so much (hardware supported) DRM that it's impossible to do anything that isn't supported by Sony/MS. There isn't even open access to some SDK or to dev consoles.
Fan ports are completely irrelevant though. The dev has access to everything they need to get any game running on all 3 major platforms. You think Halo 5 can only run on Xbone because it uses some special features? Or Bloodborne on PS4? Fuck no. It's 100% marketing, because if it weren't for exclusives (and being "cheap") consoles would have absolutely no worth and no way to actually compete since they're completely generic and devoid of any significant features that the competition isn't capable of. There are plenty of engines that run multiplat just fine.
>>323166370 No, because there are significant differences between PS4 and PC, such as the critical fact that on PC the GPU and CPU do not share the same memory.
Making a game multiplat (ESPECIALLY when you can use engines that handle most of the shit for you and already exist) isn't some incredible effort compared to making the game in the first place, definitely not for any major company. Exclusives exist to get you to buy shit that has no particular worth on its own. Any dev can make a game multiplat, exclusives are a result of business, not of software development.
>>323166835 >No Then what are you even trying to argue? We aren't talking about exclusives being retarded, we're talking about what will happen with Rift-Vive exclusivity in practice, console ports demand cracking DRM and reverse engineering, then actually porting the game to PC, with Rift-Vive we are talking about only cracking a lockout, maybe a universal tool to re-interpret the motion data at most.
>>323167213 >if anything Hololens enhance games, VR straps monitor 10 cm from your eyes and requires 3 times the performance most users can achieve.
Reminder that to max modern games in 60 FPS you need dual GPU builds, and with the influx of "nvidia gameworks fuck my performance up" features caused by their inevitable monopoly in the market it'll probably grow to 3 or 4. And we aren't talking about 60 FPS but about 90 or 120.
>>323167237 >Then what are you even trying to argue? That there are no fucking features that either console has that exclusives make use of.
Let me put it this way for you, since it's the topic of the thread after all. Having a game that's on PSVR and not on Xbone makes perfect sense. BECAUSE PS4 HAS A HARDWARE FEATURE (VR SUPPORT) THAT XBONE DOES NOT HAVE.
Having Bloodborne exclusive? Pure business arrangement. Having Halo exclusive? Pure business arrangement. Bloodborne could have been made to run on Xbone, easily. Halo could have been made to run on PS4, easily. Same goes for PC. A PSVR title *COULD NOT* have been made to run on Xbone, because there is no Xbone VR.
>>323166465 There's people on the Occulus forums working on a positional driver as we speak. As interest builds in VR, we're going to see better drivers, and if the PSVR is even remotely successful, it will absolutely happen. Shit, even the Wii U Pro Controller has a driver, it's just a matter of time for the community.
>>323167972 >And nobody fucking said otherwise. Then you agree with me, that current exclusives are in fact a result of conscious lock out. (This is what I said here >>323165138 )
The very same thing could happen with Rift and Vive. Would it be easier to hack around than consoles? Sure, probably, but it's quite rare that such unofficial support is universal and high quality. How easy is it to get a D3D game to run on OpenGL or the other way around when you don't have the source code and need to rely on some wrapper? How efficient is the solution compared to each game using its native API in its native environment?
If the industry doesn't converge on some VR SDK that all the major hardware manufacturers support you can expect to be locked out of certain games in terms of official support because of business decisions and if (IF) some sort of Oculus<-->Vive wrapper/translator does pop up it will probably not provide universal support and will not work as well as the native solution. Should be easier to do than my DX and OGL example, but if you think it will be perfect you're living in dreamland.
>>323168837 >Then you agree with me, that current exclusives are in fact a result of conscious lock out. No, they are a result of a conscious decision to not port, locking something out and not taking action to support it are very different, the mindset is the same but the solution on the part of enthusiasts is incredibly different.
>Would it be easier to hack around than consoles? Sure, probably Uh, no, definitely, by a huge margin. Again, they are screens with motion data, not unique hardware that require conscious work on the part of developers to support. Crack the DRM like any other DRM that already gets cracked within days, and, if necessary, use a motion data interpreter program. There's nothing else to it.
>>323132643 It can't be $800 Unless the higher ups just have no idea of what consumer interest level in VR is, there's no way they think they can get away with charging twice the price of a PS4 for an objectively worse product than the Rift
>>323164908 Sort of, As long as camera control is mostly done with the head and moves gently, and with changed scaling so your avatar isn't a giant and you don't have to make big movements, 3rd person is actually the most stable and least motion-sickness thing in VR. FPS games can work as well, but not a standard FPS game. FPS on a screen has all sorts of methods of movement, scaling and effects that work and look great on screen, but are downright impossible in VR. And FPS will always cause motion sickness for some people if they turn with mouse/stick instead of their body.
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the shown content originated from that site. This means that 4Archive shows their content, archived. If you need information for a Poster - contact them.
If a post contains personal/copyrighted/illegal content, then use the post's [Report] link! If a post is not removed within 24h contact me at firstname.lastname@example.org with the post's information.