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"The Witness" will have VR compatibility on PC, no support for PSVR

You guys are really getting bent out of shape over this bit of news. You still get to play the game on PS4. I mean sure it would have been nice to have this on PSVR as well, but surely the game would have been designed from the ground up to support it, given the frame rate requirements and visual look blow was going for.

Also you have to keep in mind that the PS4 isn't some magical supercomputer with unlimited power; It's a $400 computer with a lower computational ceiling unlike the $1,500+ mid to high end computers that support Vive and Oculus
 
If you severely misquote and take away all the context from it, sure. But no, PSVR is not some kind of magical computing device.

I don't think anyone's claiming it is magic. But the PSVR's lower resolution, lower frame rate requirements and lower OS overheads mean that the system can punch well above its weight. Any game that runs on Oculus Rift's minimum spec should be possible to a decent technical standard on PSVR.
 
I don't think anyone's claiming it is magic. But the PSVR's lower resolution, lower frame rate requirements and lower OS overheads mean that the system can punch well above its weight. Any game that runs on Oculus Rift's minimum spec should be possible to a decent technical standard on PSVR.

20% lower resolution, unknown how much less (if at all) overhead the OS uses, and that lower framerate requirement is (according to Sony) a worst-case scenario, they want developers to target 90fps. And Oculus' minimum specs are pretty freakin' high, to the point that only around 4 million people in the entire world have a good enough graphics card to meet it.
 
I don't think anyone's claiming it is magic. But the PSVR's lower resolution, lower frame rate requirements and lower OS overheads mean that the system can punch well above its weight. Any game that runs on Oculus Rift's minimum spec should be possible to a decent technical standard on PSVR.

That's a bold claim considering the published minimum spec for OR, especially from a CPU perspective.
 

Cartman86

Banned
I don't think anyone's claiming it is magic. But the PSVR's lower resolution, lower frame rate requirements and lower OS overheads mean that the system can punch well above its weight. Any game that runs on Oculus Rift's minimum spec should be possible to a decent technical standard on PSVR.

Thinking they can make 60 fps somehow the same as 90 or god forbid 120 is magical thinking. No matter what Sony claims.
 
Just getting in this thread, maybe I missed it, but what specifically made them choose not to make this game for PSVR? I'd be surprised if the problem was horsepower from the console, considering it's not a high-end photo realistic game or anything. It's fairly simple, graphically.

I'm wondering if the real restriction was the 180 degree tracking limit.
 
Just getting in this thread, maybe I missed it, but what specifically made them choose not to make this game for PSVR? I'd be surprised if the problem was horsepower from the console, considering it's not a high-end photo realistic game or anything. It's fairly simple, graphically.

I'm wondering if the real restriction was the 180 degree tracking limit.

Probably because they're a small team with limited time/money. The game could run on an Xbox One too, but they have "no plans" for that either.
 

mrklaw

MrArseFace
Just getting in this thread, maybe I missed it, but what specifically made them choose not to make this game for PSVR? I'd be surprised if the problem was horsepower from the console, considering it's not a high-end photo realistic game or anything. It's fairly simple, graphically.

I'm wondering if the real restriction was the 180 degree tracking limit.

not if they're doing it for OR. OR literally has the same tracking system as PSVR. So you're as confused as many of us.
 
not if they're doing it for OR. OR literally has the same tracking system as PSVR. So you're as confused as many of us.

Ehh, well they said "PC VR", not Oculus specifically. Hence my curiosity.
Probably because they're a small team with limited time/money. The game could run on an Xbox One too, but they have "no plans" for that either.
Which makes me wonder why more small dev teams aren't using Unreal/Unity, especially if they have VR compatibility in mind (Speaking generally; These guys have been in development for 7+ years)
 

mrklaw

MrArseFace
Ehh, well they said "PC VR", not Oculus specifically. Hence my curiosity.

ah. But from what little I've seen of the game (10 minutes of the Giant Bomb quick look), it doesn't seem to require room scale tracking and there doesn't seem to be an advantage of motion controllers.

And both Oculus/PSVR should support 360 degree gaming if seated/standing - they have tracking leds on the back of the helmet. That could break down on PSVR if using a motion controller due to occlusion though.
 

Tagyhag

Member
Is Eve Valkyrie running at 60fps with reprojection? I hadn't read that.

Lol no way they'd be getting Valkyrie at 90fps on PS4, at least not the way they want it to look.

The reprojection works fine, you can tell it's not native, but it does its job beautifully.
 
Lol no way they'd be getting Valkyrie at 90fps on PS4, at least not the way they want it to look.

The reprojection works fine, you can tell it's not native, but it does its job beautifully.

Keep in mind they did say they lowered Eve's graphic quality on PS4, so that's why I was thinking they might have achieved 90fps, that and they said the PC version was a rock solid 90fps at full quality with the minimum Oculus system, so I figured the game was very well optimized.
 
Thinking they can make 60 fps somehow the same as 90 or god forbid 120 is magical thinking. No matter what Sony claims.

Every VR title myself and my friends tried were 60fps reprojected to 120fps (sans I think maybe one native 120fps title) and they played just fine. The reason 60 is the magic number is due to the detail and clarity provided as a bottom line for the new frames to be injected between using positional data. Worked like a charm.

Keep in mind they did say they lowered Eve's graphic quality on PS4, so that's why I was thinking they might have achieved 90fps, that and they said the PC version was a rock solid 90fps at full quality with the minimum Oculus system, so I figured the game was very well optimized.

There is no point for them to hit above 90fps (which would be needed to do 90fps mode) when PSVR works with 60+ and displays out at 120hz. That's only for Oculus.
 
There is no point for them to hit above 90fps (which would be needed to do 90fps mode) when PSVR works with 60+ and displays out at 120hz. That's only for Oculus.
Unless they want to avoid the artifacting from reprojection and they want to increase the immersion. Wasn't the 90hz mode added as a reasonable and preferred midway point so devs do not do 60hz?
 
Unless they want to avoid the artifacting from reprojection and they want to increase the immersion. Wasn't the 90hz mode added as a reasonable and preferred midway point so devs do not do 60hz?
I think it was just an option, and still used reprojection (may be optional). My point is why sacrifice the amount of detail, animation, etc. to push above 90? I barely saw any noticable artifacting (if at all) with my time using PSVR.
 

Steel

Banned
You guys are really getting bent out of shape over this bit of news. You still get to play the game on PS4. I mean sure it would have been nice to have this on PSVR as well, but surely the game would have been designed from the ground up to support it, given the frame rate requirements and visual look blow was going for.

Also you have to keep in mind that the PS4 isn't some magical supercomputer with unlimited power; It's a $400 computer with a lower computational ceiling unlike the $1,500+ mid to high end computers that support Vive and Oculus

Actually, the minimum spec retail PC for Occulus is 1k without occulus and 1.5k with it bundled. You can also build a PC that meets the min spec for $800 right now and it'll probably go down to $600-$700 when new GPUs/CPUs release this year.
 

Tain

Member
If this winds up being a great game it would be a shame to spoil it by playing it traditionally instead of in VR. Wish I knew for sure that it would get VR support, but it doesn't sound concrete at all.
 

vpance

Member
I think it was just an option, and still used reprojection (may be optional). My point is why sacrifice the amount of detail, animation, etc. to push above 90? I barely saw any noticable artifacting (if at all) with my time using PSVR.

Good to hear. That seems to be the case from most impressions I've read.

I suspect most devs will use 60 to 120 repro for the easier port between OR and PSVR.
 
You guys are really getting bent out of shape over this bit of news. You still get to play the game on PS4. I mean sure it would have been nice to have this on PSVR as well, but surely the game would have been designed from the ground up to support it, given the frame rate requirements and visual look blow was going for.

Also you have to keep in mind that the PS4 isn't some magical supercomputer with unlimited power; It's a $400 computer with a lower computational ceiling unlike the $1,500+ mid to high end computers that support Vive and Oculus

The most curious thing was some people saying "I suppose I won't buy the game". Uh... this is a pure puzzle game. The game consists of puzzles, lots of them. You can enjoy the puzzles without VR. If lack of VR was a dealbreaker, I don't think you were that interested in the game in the first place.
 
I can't imagine anyone being genuinely offended by this lol. He didn't build it around VR, and the PS4 hardware is finite in capability. This type of game could probably be tweaked to allow it, but I wouldn't hold my breath on it.

The most curious thing was some people saying "I suppose I won't buy the game". Uh... this is a pure puzzle game. The game consists of puzzles, lots of them. You can enjoy the puzzles without VR. If lack of VR was a dealbreaker, I don't think you were that interested in the game in the first place.

When VR hits, I'm not planning on gaming on traditional tv's anymore. So I understand the disappointment, as it would have been a great start to VR gaming. But I'm admittedly more excited for VR than I am for the Witness.
 

Arulan

Member
The PSVR, and more importantly the PS4 is limited in its performance capability. It's simply not going to get everything coming to the Oculus Rift or HTC Vive, either due to performance, or the capabilities of the PSVR (For instance, certain games that heavily rely on 360 degree room-scale tracking).

Whether or not this is the reason for The Witness, I don't know, but we really don't need any more platform wars rhetoric such as magic optimization.
 

Nameless

Member
This thread. Not sure what's worse, the irrational excuse making and salty sense of entitlement, or the sort of unabashed schadenfreude you see whenever there's negative console news.

Platform-War never changes.
 

diffusionx

Gold Member
Actually, the minimum spec retail PC for Occulus is 1k without occulus and 1.5k with it bundled. You can also build a PC that meets the min spec for $800 right now and it'll probably go down to $600-$700 when new GPUs/CPUs release this year.

There's no point to cheaping out on an Oculus build. Even though a 970 is a powerful GPU for sure, we don't know how it is going to handle VR, and we definitely don't know how it will handle future games that come out.

Pretty sure a lot of people are going to be paying $600-$700 just for the GPU when those come out.
 

Steel

Banned
There's no point to cheaping out on an Oculus build. Even though a 970 is a powerful GPU for sure, we don't know how it is going to handle VR, and we definitely don't know how it will handle future games that come out.

Pretty sure a lot of people are going to be paying $600-$700 just for the GPU when those come out.

I'm not saying the new GPUs will be cheaper than the old ones, but that a 970 and a decent cpu will be cheaper when new cpu/gpus come out. A 980 will also become cheaper.
 
There's no point to cheaping out on an Oculus build. Even though a 970 is a powerful GPU for sure, we don't know how it is going to handle VR, and we definitely don't know how it will handle future games that come out.

It's mandatory that games on the Oculus store can run on a 970 (hitting 90fps), and that will be the case throughout the life of the first Rift headset. Granted, games will release outside of the Oculus Store which require higher specs (Elite, for example) but a 970 will handle a lot of VR games no problem.
 

belmonkey

Member
Is 60 fps with reproduction actually quite good at what it does? I feel like I'm kind of getting "you can't tell the difference between 30 fps and 60 fps" vibes with some of this stuff. Always hear about artifacts caused by it, but people don't seem to notice them. Are they actually an issue?
 

cheezcake

Member
Is 60 fps with reproduction actually quite good at what it does? I feel like I'm kind of getting "you can't tell the difference between 30 fps and 60 fps" vibes with some of this stuff. Always hear about artifacts caused by it, but people don't seem to notice them. Are they actually an issue?

There's not much concrete info out there at the moment in terms of this. What we do know is that.

1) Reprojection causes artefacts IF it accounts for translational movement. It is free of artefacts when it only accounts for rotational movement but this reduces the quality of the head tracking.The degree of how distracting this artefacting may be will likely depend on the nature of the game and is still an unknown.

2) Sony has since recommended devs to hit a native 90fps, and use 90fps with reprojection (not to increase framerate, just reduces motion to photon latency).

3) Reprojection exists or will exist on all powerful VR platforms in some form (it's called asynchronous time warp in the Oculus SDK). So in terms of people talking about PSVR titles only having to hit 60fps and devs will not be constrained by PS4 hardware, sort of makes that a moot point as they can just implement the same tech on PC VR.
 

bj00rn_

Banned
1) Reprojection causes artefacts IF it accounts for translational movement. It is free of artefacts when it only accounts for rotational movement but this reduces the quality of the head tracking.The degree of how distracting this artefacting may be will likely depend on the nature of the game and is still an unknown.

In that context:

Sony’s Chris Norden said at GDC 2015 that “if you have a gun waving around in your face you’re going to notice some artifacts.”

And here's an example of the type of artifact (animation) Sony is talking about:
Timewarp2.jpg


Here's an example of positional artifacts (notice how all the objects in the foreground are affected):
timewarp1.jpg
 

mrklaw

MrArseFace
The PSVR, and more importantly the PS4 is limited in its performance capability. It's simply not going to get everything coming to the Oculus Rift or HTC Vive, either due to performance, or the capabilities of the PSVR (For instance, certain games that heavily rely on 360 degree room-scale tracking).

Whether or not this is the reason for The Witness, I don't know, but we really don't need any more platform wars rhetoric such as magic optimization.

Disagree and I've said so before. Performance shouldn't be a major factor in ports to PSVR. Almost all VR devs should want to port from PC to PSVR in a nascent market to get the best return on their investment. the only exceptions ahould be
- demos/mods/experimental stuff not intended for commercial release.
- Vive exclusive titles that explicitly require room scale tracking/movement.
- OR exclusives that can't be ported due to contractual reasons

Anything that works on OR should work on PSVR
 

Trace

Banned
Disagree and I've said so before. Performance shouldn't be a major factor in ports to PSVR. Almost all VR devs should want to port from PC to PSVR in a nascent market to get the best return on their investment. the only exceptions ahould be
- demos/mods/experimental stuff not intended for commercial release.
- Vive exclusive titles that explicitly require room scale tracking/movement.
- OR exclusives that can't be ported due to contractual reasons

Anything that works on OR should work on PSVR

Performance is a major factor though. The computer required to run an oculus rift at recommended settings is significantly more powerful than what a PS4 can provide. Unless you're developing for PSVR as your baseline, going from Rift to PSVR would be a significant downgrade in performance.

Please note this isn't necessarily the reason for The Witness not getting a PSVR mode, I'm just saying you're not going to get Star Citizen/Elite/Insert Demanding Game Here working well on PSVR without significant downgrades.
 

ArtHands

Thinks buying more servers can fix a bad patch
Disagree and I've said so before. Performance shouldn't be a major factor in ports to PSVR. Almost all VR devs should want to port from PC to PSVR in a nascent market to get the best return on their investment. the only exceptions ahould be
- demos/mods/experimental stuff not intended for commercial release.
- Vive exclusive titles that explicitly require room scale tracking/movement.
- OR exclusives that can't be ported due to contractual reasons

Anything that works on OR should work on PSVR

True. I also think all PSVR 3rd party devs should port their titles over to pc too, especially when the PSVR is the lowest denominator here. Should be easier to make PSVR titles work on PC rather than making PC-based VR titles work on PSVR (making room-based to seated based titles, full 360 interaction to 180 interaction etc). All platforms need as much vr titles as possible at this stage
 

eot

Banned
I don't think anyone's claiming it is magic. But the PSVR's lower resolution, lower frame rate requirements and lower OS overheads mean that the system can punch well above its weight. Any game that runs on Oculus Rift's minimum spec should be possible to a decent technical standard on PSVR.

Let's just make random shit up without any factual basis shall we!?
Oculus min specs includes a 970 btw.
 
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