Looking last gen, sure.
VR doesnt't need state of the art graphics.
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Psvr is gonna be a failure for sure, lol.. I feel it
I bet it sell more than Occulus Rift.
Psvr is gonna be a failure for sure, lol.. I feel it
I bet it sell more than Occulus Rift.
Hahahaha yeah right, that's not going to happen. Sony has a horrible history with supporting their peripherals. Besides the Rift has massive hype surrounding it.
Oh and yes, VR will need to have good graphics since it'll be so up close and personal. The knock on the current Rift has been it's sub par graphics.
Psvr is gonna be a failure for sure, lol.. I feel it
I bet it sell more than Occulus Rift.
Hahahaha yeah right, that's not going to happen. Sony has a horrible history with supporting their peripherals. Besides the Rift has massive hype surrounding it.
Oh and yes, VR will need to have good graphics since it'll be so up close and personal. The knock on the current Rift has been it's sub par graphics.
This is so true. Sony have introduced some very interesting peripherals, but they don't support them at all.
Various eyetoys, move, that silly thing on the back of the Dual Shock 4 controller that drains the battery.
They treat everything like shit unless it sells. The Peripherals, Vita, PSTV...
Psvr is gonna be a failure for sure, lol.. I feel it
I bet it sell more than Occulus Rift.
Saved for future ownage.
They'll cheat and use interpolation and then claim everything runs at 90 fps. Just because each frame is repeated multiple times (2 or 3 at least) doesn't mean it's not displaying 90 per second.
Cheating would be doing everything on the sly, and not telling anyone what the real native frame rate was (and boasting and lying that a certain game "officially hit 90fps") without actually doing so.
Sony has been upfront about VR limitations, reprojection and PS4's frame rate/hardware challenges (Yoshida and other PSVR devs outright says it in interviews). And I doubt Sony is going to behave nervously and brutally suppress any future PSVR analysis done by Digital Foundry and other tech sites.
Oculus has stood behind the interpolation method and uses the similar "Asynchronous Timewarp" for Gear VR, to bring their 30fps mobile games up to a smoother 60fps. It's not currently used by Oculus/Vive but the tech is there if needed.
I'm not too worried about PSVR because they only need to hit 60fps and reproject it to 120fps. The articles that have hit the rounds lately (like the one in the OP) make it sound like 60fps is never allowed (even crossing out "60fps" on the slide). But that slide, during that presentation, is shown before they talk about reprojection as one circumventing solution, which means 60fps is okay, as long as they use that feature and bring the final output to 90fps and above. That's what they're talking about. And let's say they want to hit 90fps native. It's not unthinkable for the PS4. Everyone uses traditional AAA examples with these large, detailed worlds and more human-like, realistic textures and environments.
These videos below are 120fps native on the PSVR. I expect games to look PS3-like, and even better in some cases. 60fps is the goal (reprojected to 120fps). Native 90fps/120fps is also available to devs if they choose to go there, and it's not impossible for the PS4.
Second video does look like a Luigi's Mansion ripoff, but the point I wanted to make is that the PS4 can do 90fps/120fps at 1080p, and it's not the worst-looking thing in the world.
If devs want textures to get more realistic, there are already games running at 1080p/60fps on the PS4 (MGSV and Metro, for example). VR with those graphics is not the worst thing in the world.
And that's why Naughty Duds couldn't make the last gen TLOU to run at constant 60. LEL teh PS1 grafizzzzzzzzzz incoming...........
So 1080p120, or at worse 1080p90. It's safe, and fair, to expect VR games to look worse than the games we are used to play on the console.
Just a silly question: Is it possible for the PS VR's hardware to help the console reaching those standards? Could it has it's own processor, memory upgrade, etc?
According to some hands on articles, yes Morpheus seems to have extra hardware to support PS4's hardware for VR games. Don't know how much powerful that hardware will be though, because of size of the headset.
So 1080p120, or at worse 1080p90. It's safe, and fair, to expect VR games to look worse than the games we are used to play on the console.
Just a silly question: Is it possible for the PS VR's hardware to help the console reaching those standards? Could it has it's own processor, memory upgrade, etc?
of course it could but I doubt that it will, getting these numbers won't be that hard if you use lower poly and lower shader models.
A game from last gen will easly go to 1080p and 90fps and those models are not that bad looking at all. Actually most games from last gen need something closer to a ps4 to run at decent settings.
Here is the answer to my question:
http://ps4daily.com/2015/09/playstation-vr-box/
This is great news. Apparently this unit will help PSVR games to run at higher framerates without the need to cut on graphics!
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