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Dr. Marks Playstation VR Tom's Hardware "Immersed VR/AR conference" Interview Video

1. Comedy 3m13s The Playstation 4, there is no "special sauce" there.
2. 3m47s Break Out Box details, now does 3D audio and sensor data from head set as well
3. 5m14s Move tracking similar but more complex on the head set
4. 7:21s Tom Hardware no screen door effect how when you're 1080p like OC Rift 2 How. Dr. Marks explains.
5. 9m Frame rate targets
6. 9m57s Graphics quality vs frame rate
7. 12m PSVR vs PC how do you handle the PC VR when they start iterating its product.

https://www.youtube.com/watch?v=vBugMeeZE2Q
 

stryke

Member
Hmm, he mentions there could be a racing title, although it's difficult to tell if that's an actual hint or he was just rambling about the breadth of titles that can be done with PSVR.
 
Thanks backbreaker for the time stamps, much appreciated. And thanks for the link, listening to it now in the background. Cheers.
 

Blanquito

Member
Thoughts on the video:

interesting that 3D audio is done in the breakaway box, and also that it does a couple of ancillary things like converting the signal to USB.

The same teams that work on Sony camera optics are working on the optics for PSVR... that helps the screen door effect to be greatly reduced for PSVR vs even DK2 (both have 1080p screen)

Great info. Loved the video.
 

Danlord

Member
Hmm, he mentions there could be a racing title, although it's difficult to tell if that's an actual hint or he was just rambling about the breadth of titles that can be done with PSVR.

Project CARS has already announced support for PlayStation VR (at the time Morpheus) here. Gran Turismo 7 is incredibly likely to support it also, and (completely my conjecture) is I think there'll be a Driveclub VR Edition where there's going to be a modified version of Driveclub to accommodate the 60FPS requirement.
 

ArtHands

Thinks buying more servers can fix a bad patch
Thanks. Its better than the journey of ps vr video in terms of describing the techs and stuffs behind the headset
 

accx

Member
Okay, that makes sense.

Jesus christ, man. Someone oughta buy the interviewer a vocabulary book for christmas.


Anyway, interesting video!
 

Shin-Ra

Junior Member
That's the first time I've seen the signal processing box, reminds me of torne.

PS3torne.png
 
That's the first time I've seen the signal processing box, reminds me of torne.

What is that? Looks a bit like Play TV.

I'm hoping that the breakout box isn't going to be like the prototype: with multiple HDMI connections, USB and separate power it's going to be a wiring mess, particularly with the USB being on the front of the PS4.

I'm holding out hope that they have thought this through and there will be some neat way of integrating it, kind of like the network adaptor for PS2.
 

Xenoblade

Member
Richard Marks seems like a genuinely nice person. I get the impression he is the type of person who is a bit shy and humble.
 
Interesting that they started developing this (he says) even before Oculus... It's funny that PS Camera tech predates Kinect, that Move was created before Wii and now to find out that PSVR was started before Oculus, yet Sony gets crap for copying others.

Also, I love listening to Marks. The guy has such a great job... he was also spot on when he said when Project Natal/Kinect was announced/released that camera controlled experiences, in and of themselves, don't work because of lack of tactile input. He knew from his own experience that MS was going the wrong direction with Kinect. I am so looking forward to PSVR and I hope that the experiences offered by Sony on the PS4 go beyond straight-up games and there are other types of apps and experiences offered, like apps, video conferencing, virtual tours, etc.
 

Blanquito

Member
What is that? Looks a bit like Play TV.

I'm hoping that the breakout box isn't going to be like the prototype: with multiple HDMI connections, USB and separate power it's going to be a wiring mess, particularly with the USB being on the front of the PS4.

I'm holding out hope that they have thought this through and there will be some neat way of integrating it, kind of like the network adaptor for PS2.

I'm not sure there's a way around needing to split the HDMI signal so it goes to both the headset and a tv without having an external box. Plus we just learned that it helps with 3D audio as well.
 

Alo0oy

Banned
Interesting that they started developing this (he says) even before Oculus... It's funny that PS Camera tech predates Kinect, that Move was created before Wii and now to find out that PSVR was started before Oculus, yet Sony gets crap for copying others.

Also, I love listening to Marks. The guy has such a great job... he was also spot on when he said when Project Natal/Kinect was announced/released that camera controlled experiences, in and of themselves, don't work because of lack of tactile input. He knew from his own experience that MS was going the wrong direction with Kinect. I am so looking forward to PSVR and I hope that the experiences offered by Sony on the PS4 go beyond straight-up games and there are other types of apps and experiences offered, like apps, video conferencing, virtual tours, etc.

Sony usually doesn't rush unfinished technology to the market, sometimes it works (Wii), sometimes it doesn't (Kinect).

Releasing the technology when it's consumer-ready means it's much more likely to be successful, but at the same time it could mean that an unfinished prototype from a competitor could prove to be successful and they miss out on that success. It's a difficult balance, but Sony is a hardware company, so they probably don't want to have an image of releasing prototypes as consumer products.
 
I'm not sure there's a way around needing to split the HDMI signal so it goes to both the headset and a tv without having an external box. Plus we just learned that it helps with 3D audio as well.

I totally accept the need for a separate box. If the PS4 had a USB at the back then the styling of box wouldn't matter so much.

I was just wondering how they'll design it. Needing an HDMI from the back of the console and a USB from the front is going to be messy whether the console is vertical or horizontal.
 
that interviewer was really annoying and not just because ok that makes sense.

Something about his attitude stunk. Like he was all humble and "nice" but at the same time was intent on needling away at the same basic question. Just come out and ask it clearly once don't tip toe around like that.

Does that box hide extra power? how come 30fps is a thing yet you're offering 120fps? did you unlock extra power somehow? will you run out of power by the end of the generation? how do you find enough power for that second screen? its only 1080p, right, not like PCs, right? why are you offering lower frame rates as an option, is that because there isn't enough power? Do you plan to offer more power in the future?

It was really one-note. I didn't learn anything from it other than Dr Richard Marks is clearly a nice guy who is patient.
 
I just noticed that the breakout box design is different from the ones at previous demos: it's gone from a nondescript slab to something with a PS4-style groove down the centre. Could this be its final form?

Regarding my concern about a trailing cable going to the front of the console: I just realised that the camera AUX connection is just a USB3 port with a different connector, maybe they'll use this for the breakout box and hub out to the camera.
 

kyser73

Member
that interviewer was really annoying and not just because ok that makes sense.

Something about his attitude stunk. Like he was all humble and "nice" but at the same time was intent on needling away at the same basic question. Just come out and ask it clearly once don't tip toe around like that.

Does that box hide extra power? how come 30fps is a thing yet you're offering 120fps? did you unlock extra power somehow? will you run out of power by the end of the generation? how do you find enough power for that second screen? its only 1080p, right, not like PCs, right? why are you offering lower frame rates as an option, is that because there isn't enough power? Do you plan to offer more power in the future?

It was really one-note. I didn't learn anything from it other than Dr Richard Marks is clearly a nice guy who is patient.

Makes sense.
 

DieH@rd

Banned
Great interview.

So, he confirmed that PS4 is rendering both feeds during couch coop VR games, that breakout box is handling some sound processing, and that optics/subpixel strucure are great.
 

DieH@rd

Banned
Wait, no screen door effect? No special sauce?! Such a lust for making sense...

When they announced new screen for v2 of Project Morpheus, Sony has said that this is the first screen in VR devices that uses full RPG subpixel matrix with strong pixel fill. This means that subpixels are taking more space, making screendoor effect smaller. Add to that good lenses that are "smearing" the visuals a bit [Oculus and Vive also use this], and screendoor effect can be eliminated.

Here is for example Galaxy S5 subpixel matrix, a lot of empty space and not all collors are of the same size
http://news.oled-display.net/wp-content/uploads/2014/05/galaxy-s5-pixel-struktur.jpg

"Full RGB" pixel structure should look like this
http://abload.de/img/2015-10-1011_47_13-dighpyd.jpg
 

magnumpy

Member
it's not clear what is meant by the "RGB subpixel arrangement"

afaik every LCD screen ever made as an "RGB subpixel arrangement." if viewed extremely closely I can observe the RGB subpixels on the screen I'm using right now. RGB subpixels are nothing new.

"It is sometimes claimed (such as by Steve Gibson[2]) that the Apple II, introduced in 1977, supports an early form of subpixel rendering in its high-resolution (280×192) graphics mode. However, the method Gibson describes can also be viewed as a limitation of the way the machine generates colour, rather than as a technique intentionally exploited by programmers to increase resolution.[citation needed]"

there you go, it's "new" technology from all the way back in 1977!
 
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