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#1  Edited By DarthBuzzard
Member since 2019 • 360 Posts

@dzimm said:

Surround sound and positional audio has been around for decades. How is it suddenly a "game changer"?

Well it's being supported for once. It's also more important now that visuals have caught up. It will also in the near future lead to the perfection of 3D audio as personalized HRTFs and realistic raytraced propagation is cracked, and finally it's use in VR is profoundly important for total immersion. Take the 3D audio out of Alyx and it will lose a ton of impact if not be outright disturbing for users.

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#2 DarthBuzzard
Member since 2019 • 360 Posts

Either a Resistance or Socom remake. PSVR2 exclusive.

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#3 DarthBuzzard
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@Zero_epyon said:
@darthbuzzard said:

How is the 3D audio? Is it comparable to this?

Loading Video...

I haven't tried a game with headphones yet. I'll let you know when I do.

Cool. Hope it's good.

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#4  Edited By DarthBuzzard
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@lundy86_4 said:
@darthbuzzard said:

How is the 3D audio? Is it comparable to this?

*snip for space*

Even my 7.1.2 soundbar replicates that pretty well, and it's a soundbar. I know it's more for headphones, but if that's the audio I could potentially get, then that's dope.

-----

As for OP, no real questions, but congrats.

Well keep in mind that video is their proprietary implementation. Sony will have their own implementation, which could vary greatly or be similar. Only people that have used PS5 will be able to tell us, because for some reason, PS5's 3D audio isn't captured on video.

So we still need a confirmation on how good PS5's 3D audio is.

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#5 DarthBuzzard
Member since 2019 • 360 Posts

How is the 3D audio? Is it comparable to this?

Loading Video...

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#6 DarthBuzzard
Member since 2019 • 360 Posts

@dzimm said:
@darthbuzzard said:

Sure sure. So what are the names for the 1st, 2nd, 3rd, and 4th gen headsets? Are arcade machines actually consoles too? Does that mean PS5 is actually a 10th or 11th gen console? Do dev kits count too? So maybe PS5 is actually gen 15?

VR is not mature technology. It's low resolution, low field of view, bulky, still mostly uses flawed fresnel lenses, has no HDR, has no eye tracking, body tracking, facial tracking, a lack of haptics, no solve for the vergence accommodation conflict, refresh rates still aren't high enough, there is no foveated rendering, volumetric video is barely ready, and the obvious killer apps for general usage haven't been utilized properly yet due to lack of the aforementioned hardware advances.

Saying VR will always be like racing chairs and cockpits is hilarious, and puts you in the same pool of people that thought consoles or PCs were a fad. It's just backwards thinking with no basis behind it. You think VR is just some ultra-expensive gaming peripheral? Think again.

Here you go:

https://en.wikipedia.org/wiki/Comparison_of_virtual_reality_headsets

There have been dozens of headsets released commercially over the last six-years, and several developers have released multiple iterations of their products. Saying that the technology is not mature because it can improved is silly. Things can always be improved, but at the moment, VR technology works, it works well, it's commercially viable in the sense that the average person doesn't need specialized knowledge to setup and use a VR system, headsets are readily available and relatively affordable (for instance, PSVR), but the fact remains, the vast majority of consumers are simply not interested in it, and I honestly don't see that ever changing.

Lets look at Oculus as an example. Oculus Rift -> Oculus Go -> Oculus Quest -> Oculus Quest 2.

Is that 4 generations? No.

Oculus Go is a lesser experience, a side thing. The impulse buy price-wise option.

Oculus Rift -> Oculus Quest is a step back and a step forward. It's not the same thing as a generational leap.

Oculus Quest 1 -> Oculus Quest 2 is a great leap in power, but doesn't really do anything else to mature the tech. Those advancements I mentioned earlier will start trickling in from Quest 3 or 4 onwards depending on how fast they release. A generational leap needs to be truly noticeable.

VR isn't mature just because it's had 4 Oculus headsets, 3 Vive headsets and so on. A technology is only mature if it has advanced enough to provide a standardized pipeline for all future headsets, one that no longer needs to deviate much. Yet VR is going to deviate a lot, because eye-tracking alone is a monumental jump, as are haptics, facial tracking, new display systems etc.

Why are phones mature? Because a few years after the iPhone released, a standard was reached and there wasn't much left for phones to improve on in any drastically different form.

People are not interested in VR for the same reasons they aren't interested in any early technology. The problem is you can't see just how early it is. Only when VR is mature can people make a decision as a society and say VR yay or nay, because it's never going to die out and keep being developed, so that decision is inevitable, and it's pretty easy to see which way it will swing. (In VR's favor)

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#7 DarthBuzzard
Member since 2019 • 360 Posts
@zmanbarzel said:
@darthbuzzard said:
@zmanbarzel said:
@darthbuzzard said:
@dzimm said:

Not really sure what you're talking about. But think about it: the biggest VR release to date was Half-Life: Alyx which was a hot topic for like two-days, sold very few copies, and then everybody quickly forgot about it because VR is a gimmick that doesn't offer any lasting value. VR at its most successful will always be a niche product.

I think the best example of the trajectory of VR is at my local Micro Center: a couple years ago they had a large, centrally located VR demo area and multiple shelves of VR gear. Due to lack of interest, it was eventually replaced with a traditional multi-monitor racing setup, and VR products were reduced to a single shelf. Now there's no longer even a shelf for VR and instead it is relegated to one or two tiny end-caps.

The fact is that nobody outside of a small but fiercely loyal customer base cares about VR.

You throw out words and you don't even know what they mean, Dzimm. Not a good look, Dzimm.

Half Life didn't sell millions of copies simply because VR is in it's early stages; the same way that Space Invaders did not sell gangbusters at launch despite being considered a killer app at launch.

Most people who play the game love it and find it anything but a gimmick.

The fact is that nobody outside of a small but fiercely loyal customer base cares about [insert any succesful technology] in it's early days. Phones, computers, consoles, tablets, TVs, you name it. Most people didn't care about them. Most people thought they were fads. Most people were wrong about them.

If you're looking for an example for your argument, you should probably look at something other than Space Invaders. It was a rousing success both in the arcade and especially at home on the VCS.

Yes, a resounding success in the sense that it sold 2 million units in it's first year. Half Life hasn't had a full year yet, and while I don't believe it will reach 2 million that fast, I wouldn't be surprised to see it at 1.5 million. Good considering that it's more expensive and harder to setup than an Atari 2600 even adjusted for inflation.

2 million units then isn't equivalent to 2 million units now. It's the whole "big fish in a small pond" analogy. The video game/PC poind in the late '70s and early '80s was a fraction of what it is now. Selling 2 million units of something then would be much closer to the numbers Animal Crossing has put up this year.

Thanks for proving my point. Gaming was at such an early stage back then, the same way VR is today. That's exactly why it's a good comparison point instead of comparing Alyx sales to Animal Crossing.

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#8 DarthBuzzard
Member since 2019 • 360 Posts

@dzimm said:
@darthbuzzard said:

The fact is that nobody outside of a small but fiercely loyal customer base cares about [insert any succesful technology] in it's early days.

Except it's not "early days" for VR. It has been actively developed for many years, and we're on fourth and fifth generation hardware at this point. It's mature technology, ready for the masses. Except the masses don't care. You're never going to see VR widely adopted like smartphones and portable music players simply because most people are not interested in playing games with goggles strapped to their face. VR will always be a high end niche product like articulated racing chairs and homemade flight simulator cockpits: cool technology, embraced by a dedicated few, and utterly ignored by everybody else.

Sure sure. So what are the names for the 1st, 2nd, 3rd, and 4th gen headsets? Are arcade machines actually consoles too? Does that mean PS5 is actually a 10th or 11th gen console? Do dev kits count too? So maybe PS5 is actually gen 15?

VR is not mature technology. It's low resolution, low field of view, bulky, still mostly uses flawed fresnel lenses, has no HDR, has no eye tracking, body tracking, facial tracking, a lack of haptics, no solve for the vergence accommodation conflict, refresh rates still aren't high enough, there is no foveated rendering, volumetric video is barely ready, and the obvious killer apps for general usage haven't been utilized properly yet due to lack of the aforementioned hardware advances.

Saying VR will always be like racing chairs and cockpits is hilarious, and puts you in the same pool of people that thought consoles or PCs were a fad. It's just backwards thinking with no basis behind it. You think VR is just some ultra-expensive gaming peripheral? Think again.

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#9  Edited By DarthBuzzard
Member since 2019 • 360 Posts

@zmanbarzel said:
@darthbuzzard said:
@dzimm said:
@darthbuzzard said:

As if someone as close-minded as you would know anything about the future.

Oh yeah, didn't you say that the future can't be predicted? Not a good look, Dzimm. Not a good look at all.

Not really sure what you're talking about. But think about it: the biggest VR release to date was Half-Life: Alyx which was a hot topic for like two-days, sold very few copies, and then everybody quickly forgot about it because VR is a gimmick that doesn't offer any lasting value. VR at its most successful will always be a niche product.

I think the best example of the trajectory of VR is at my local Micro Center: a couple years ago they had a large, centrally located VR demo area and multiple shelves of VR gear. Due to lack of interest, it was eventually replaced with a traditional multi-monitor racing setup, and VR products were reduced to a single shelf. Now there's no longer even a shelf for VR and instead it is relegated to one or two tiny end-caps.

The fact is that nobody outside of a small but fiercely loyal customer base cares about VR.

You throw out words and you don't even know what they mean, Dzimm. Not a good look, Dzimm.

Half Life didn't sell millions of copies simply because VR is in it's early stages; the same way that Space Invaders did not sell gangbusters at launch despite being considered a killer app at launch.

Most people who play the game love it and find it anything but a gimmick.

The fact is that nobody outside of a small but fiercely loyal customer base cares about [insert any succesful technology] in it's early days. Phones, computers, consoles, tablets, TVs, you name it. Most people didn't care about them. Most people thought they were fads. Most people were wrong about them.

If you're looking for an example for your argument, you should probably look at something other than Space Invaders. It was a rousing success both in the arcade and especially at home on the VCS.

Yes, a resounding success in the sense that it sold 2 million units in it's first year. Half Life hasn't had a full year yet, and while I don't believe it will reach 2 million that fast, I wouldn't be surprised to see it at 1.5 million. Good considering that it's more expensive and harder to setup than an Atari 2600 even adjusted for inflation.

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#10 DarthBuzzard
Member since 2019 • 360 Posts

@dzimm said:
@darthbuzzard said:
@dzimm said:
@darthbuzzard said:

VR is a very important part of the future.

No it's not.

As if someone as close-minded as you would know anything about the future.

Oh yeah, didn't you say that the future can't be predicted? Not a good look, Dzimm. Not a good look at all.

Not really sure what you're talking about. But think about it: the biggest VR release to date was Half-Life: Alyx which was a hot topic for like two-days, sold very few copies, and then everybody quickly forgot about it because VR is a gimmick that doesn't offer any lasting value. VR at its most successful will always be a niche product.

I think the best example of the trajectory of VR is at my local Micro Center: a couple years ago they had a large, centrally located VR demo area and multiple shelves of VR gear. Due to lack of interest, it was eventually replaced with a traditional multi-monitor racing setup, and VR products were reduced to a single shelf. Now there's no longer even a shelf for VR and instead it is relegated to one or two tiny end-caps.

The fact is that nobody outside of a small but fiercely loyal customer base cares about VR.

You throw out words and you don't even know what they mean, Dzimm. Not a good look, Dzimm.

Half Life didn't sell millions of copies simply because VR is in it's early stages; the same way that Space Invaders did not sell gangbusters at launch despite being considered a killer app at launch.

Most people who play the game love it and find it anything but a gimmick.

The fact is that nobody outside of a small but fiercely loyal customer base cares about [insert any succesful technology] in it's early days. Phones, computers, consoles, tablets, TVs, you name it. Most people didn't care about them. Most people thought they were fads. Most people were wrong about them.