That game has so much goddamn potential going for it right now. Could be revolutionary.
Nope, that would add an extra step and increase latency. The reprojection is done on PS4 before being sent out to the breakout box which sends the image to PSVR first and does 3D audio processing before it dewarps the image and sends it out to the TV. Yes it takes the sensor data from PSVR and preprocess before sending it to PS4 also.Probably performs the reprojection and maybe some pre-processing for the motion controls?
That game has so much goddamn potential going for it right now. Could be revolutionary.
Shu said in the beginning that this was going to roughly be the price of a console
We've known this for ages
I wondered in a previous PSVR thread whether the box would have additional power, nice to see it confirmed.
That game has so much goddamn potential going for it right now. Could be revolutionary.
Agreed. The rendering tech they're using is what I hope is going to be revolutionary, really hope more devs try to develop a similar method+results with fidelity and performance. Could be great for games and development as a whole and especially for VR. Really curious just how much complexity you can have in a given Dream before perf goes to shit.
Yeah, the TrueAudio compatability has been known about for quite some time now.I believe the PS4 contains a TrueAudio processor just like modern AMD cards. Always assumed that would handle 3D audio for VR.
It would considering the res is 1080 vs Oculus' 1440, plus it has almost no screen door effect due to its superior optics.
Splitting one HDMI digital stream into two HDMI video signals while doing reverse optics correction and handling the 3D audio aspect for regular stereo headphones.I can see a new PS4 launching next year with this VR CPU built in.
So this VR CPU is only responsible for the 3D view and sound? Nothing extra like extra power the PS4 could use?
We've known this for ages
I wondered in a previous PSVR thread whether the box would have additional power, nice to see it confirmed.
It would considering the res is 1080 vs Oculus' 1440, plus it has almost no screen door effect due to its superior optics. As an Oculus devkit owner I kinda wish we were getting it for PC too, but knowing Sony that would never happen. Gonna stay firmly in the PS ecosystem.
Okay thanks.Splitting one HDMI digital stream into two HDMI video signals while doing reverse optics correction and handling the 3D audio aspect for regular stereo headphones.
That also means the thing needs to be quick at a specific task but that doesn't mean any visuals will be improved.
Probably performs the reprojection and maybe some pre-processing for the motion controls?
We've known about this for a time yes?
This news really sucks... doesn't it...
It can be replicated by their competition. The reprojection is not done by the breakout box but why bother when PC VR is only limited by how much money you are willing to spend.So much for the people who were swearing high and low that Sony's reprojection tech was only cpu bound and could be easily replicated by their competitors.
Makes me nervous for the pricing though.. $299 max for me (for day 1).
What exactly is the rendering tech they're using?
Rather than using polygons to render 3D objects, Dreams utilizes something called "signed distance field." I've read through an enormous document and watched a half-hour talk on the graphics engine and it's still difficult to break down. The results are easier to convey: It makes in-game assets far smaller, and real-time 3D modeling on the relatively underpowered PS4 a reality. It does this by sending the list of actions used to create an object, rather than the result of those actions. The character model that Ettouney built, which might run into tens or hundreds of megabytes using a traditional polygon system, apparently takes up "less than 50KB" space with the signed-distance field method. As the system is very efficient with storage requirements, it also allows for streaming and collaboration among multiple players with lower bandwidth needs.
$598
Software-based rendering. The game doesn't use polygons. Or at least not in the way most games do iirc.What exactly is the rendering tech they're using?
I think $350 will be the price.$598
I don't know the technical side of it (really not an hardware guy) but if they could boost the power of a regular PC (a laptop even) to allow VR they would be really dumb to not make this available on every platform.
Here's a good breakdown of it even though I don't understand the nuts and bolts behind it:
http://www.engadget.com/2015/10/30/dreams-ps4-paris-games-week/
Also here's a presentation on the creation mode that shows how crazy flexible scaling is when creating objects and scenes:
http://www.twitch.tv/media_molecule/v/23158010?t=45m10s
As swell as this is, I would never want to buy this due to how it isn't PC compatible and how Sony has a history of abandoning peripherals if they don't do well (Remember PS Move with PS4 guys?)
The Oculus Rift is not 1440p. The consumer model is going to be 2160×1200 split over two displays.
Remember reading that a few days ago and thinking 'oh, how neat' but it's just now that i'm realising how big this is. In under a year we could all be making VR games for eachother.
Agreed. The rendering tech they're using is what I hope is going to be revolutionary, really hope more devs try to develop a similar method+results with fidelity and performance. Could be great for games and development as a whole and especially for VR. Really curious just how much complexity you can have in a given Dream before perf goes to shit.
Do we know for sure if the ps4 is required for psvr?
As swell as this is, I would never want to buy this due to how it isn't PC compatible and how Sony has a history of abandoning peripherals if they don't do well (Remember PS Move with PS4 guys?)
Here's a good breakdown of it even though I don't understand the nuts and bolts behind it:
The character model that Ettouney built, which might run into tens or hundreds of megabytes using a traditional polygon system, apparently takes up "less than 50KB" space with the signed-distance field method.
http://www.engadget.com/2015/10/30/dreams-ps4-paris-games-week/
Also here's a presentation on the creation mode that shows how crazy flexible scaling is when creating objects and scenes:
http://www.twitch.tv/media_molecule/v/23158010?t=45m10s
Yes, we know it for sure. Sony has confirmed that PSVR will only work with PS4. They have no plans for PC support.
They get asked this specific question every time "Does it have additional GPU power" and they say no every time.Just a reminder.
Processing Unit is connected to the PS4 with HDMI cable [accepting video and audio streams from PS4] and USB [for sending internal headset tracking data [gyro, accelerometer, etc] back to PS4].
There is ZERO WAY for this unit to house additional GPU power.
You plug a regular headset into the break out box for 3D audio. No incompatibility as long as it can do stereo.What's the bit about audio? Will this have audio? Was about to buy the Gold headset partially in preparation for VR.
Thanks! That's pretty interesting...even if I still don't fully understand it (and I'm wondering why it's not used in VR games too?)
Just imagine getting to explore seemingly infinite surrealistic landscapes sculpted from a first person viewpoint, even exploring worlds that you yourself have created. The sense immersion would be unreal. Psychedelic, even.
*chants $350 $350 $350
Come on sony,hardware looks good, launch software looking like a good entry point give me $350(or under but i doubt it being realistic) and im day one
Afaik this is some pretty experimental stuff MM is doing, so for this specific method I'm guessing they spent a ton on R&D developing it, and since Sony owns them I can't see this being licensed out anytime soon, but I'm hoping others try and come up with their own variants.