This again!
Definitely taking a wait and see approach with this like I did with Move and Vita.
I trust Sony to do well with their main console, not so much with the side stuff.
They have already demo Mars a NASA title, and there is a movie coming out about tight roping and they have that experience as well it was demoed a couple of weeks ago.
video of a brief appearence of "MARS" co developed by NASA at the 1m36s mark
https://www.youtube.com/watch?v=Av08y3vF1Rw
Here's the video for the Movie "The Walk" PSVR interaction
https://www.youtube.com/watch?v=W7A-CJbiXmU
But if those features were seriously important to people, they'd have already invested in a new PC. Ultimately they're asked to buy this new computer for the purpose of Oculus, and any additional benefit isn't going to add a ton of value. It doesn't make the pill any easier to follow.
Obviously House is talking about the full price with a game, Eye and Move which will be close to $399. The headset will be $199.
THE RETURN OF $599!!
Verendus plsTHE RETURN OF $599!!
THE RETURN OF $599!!
You are correct.
All these consoles are just a brick without a TV.
It can't even do anything but collects dusts.
I obviously really suck at explaining.. Practical experience is fine and interestingly enough, I was purely talking about the actual isolated numbers and data presented used as a context to the conclusion.
This suddenly got bigger than it was, so I'll just STFU about it now
If you are developing for Morpheus, I think it's really good to aim at the Oculus min spec, which is at 970 or 980 class machine because the fill rate between Morpheus running at target and CV1 running at target are about the same, so it's good analog, if it runs on a 970 it will probably run on Morpheus at 60hz to 120hz.
It'll be expensive and if it relies on the power capabilities of the console it'll be terrible.
You miss understood what I mean I think the tech s great today but in 10 years it will be at a mass market pricing. I think they are releasing VR too soon in general. This is great but it need more time for the price to go down on the technology used in the VR devices. Also writing off the quote in the OP as vague is wrong in this situation it clearly suggests that is will be an expensive add on to the PS4. We can only hope that PSVR will be used in future devices and that is only if Sony chooses to support it.
It'll be expensive and if it relies on the power capabilities of the console it'll be terrible.
RIP in peace
It's a good sign that so many people are disappointed by the launch price. It shows that a lot of people are interested in paying money for VR and it's games, even if a lot of those people aren't interested at the launch price.
I'm expecting the consumer rift to hit at around $400 or so, so I can see this being a shade cheaper, but that will depend on what else comes with it. Like, I have a PlayStation camera and a couple of move controllers already, so I'm hoping I can just buy the headset, but I'd be surprised if they sell it without the camera included.
But if they do, then maybe they could get it down below $300... but I don't think that's going to do many people any good.
It's going to be a couple of years at least before we see a compelling all in one bundle with a PS4, but at a point that'll likely happen.
However it's definitely fair to say this price should have been expected given the technology in the headset and given the r+d costs. The DK2 is sold for $350 and that's basically as cheap as it can be without it losing Oculus money.
I can't wait to compare the Vive and PSVR in home. If it's supposed to punch with a 970 that would be incredible. I understand that Vive will be rendering at a way higher resolution (and probably framerate for most things) but a dev even said the difference wasn't noticeable. How the hell does that work?
I can't wait to compare the Vive and PSVR in home. If it's supposed to punch with a 970 that would be incredible. I understand that Vive will be rendering at a way higher resolution (and probably framerate for most things) but a dev even said the difference wasn't noticeable. How the hell does that work?
I hope that's true. So far its all just promises.
I am quite surprised at most of the reactions here. Many people already think they precisely know the outcome of how Morpheus is going to perform commercially based on one factor (that is not to mention somewhat vague and variable over time on top of that).
I don't remember what we were discussing exactly, but is your main point of contention that he's just fudging the numbers or that his claims that PSVR isn't capable to match the performance of a CV1 and GTX970/980?
Well anyways, whatever the case may be, I found this interesting video from the UE4 devs and they go into a little bit on PSVR.
http://www.twitch.tv/unrealengine/v/7616153
Go to 23:26 to hear about how they implemented Showdown and at 24:10 they specifically state that PSVR can target the same fill rate as CV1 with a 970.
It'll be interesting to see how they price their solution versus HTC with the Vive and Oculus with the Rift. With the Vive going out in limited quantities this year, they'll be the first to have a price so that'll be interesting.
Not paying that much money without quite a few AAA titles guaranteed.
Always said VR is a complete gimmick. The cost alone will kill it, let alone even if it was super cheap, it still would not sell cause it has no games.
Always said VR is a complete gimmick. The cost alone will kill it, let alone even if it was super cheap, it still would not sell cause it has no games.
Always said VR is a complete gimmick. The cost alone will kill it, let alone even if it was super cheap, it still would not sell cause it has no games.
I'm really surprised by all this too... I always felt PSVR would just be a step down from the other HMDs (and that wouldn't of been such a bad thing, considering the circumstances), but its sounding like it really will hold its own. I guess a lot of it has to do with the closed architecture, no overhead and pure performance of a console coupled with optimizations. Now I don't know if anyone has touched on async compute for VR on the ps4 yet, but I wonder how much more performance they can drive out of the console using those techniques in the future. I think Dreams is using that technique and they have been teasing VR really hard when it comes to their new game... I can't wait to see more of that title at PGW.
Eagerly awaiting streams and news from Oculus Connect next week. Palmer has said expect no pre-orders as those will come later in the year but hoping for some pricing info. Feels like a stalemate with those two waiting on each other to announce a price xD
As someone that's played the released Showdown on a dk2 honestly it isn't much to write home about visually, especially lighting wise, they stripped it down quite a bit in the effects dept since initial reveal. Some tried adding better lighting back in but weren't able to get it to the same level. What's important is that it does run smoothly, and is a compelling experience, though it is not a technical showpiece imo. Also keep in mind Morpheus being 1080 vs 1440 of Vive/CV1 so it'll have a bit more wiggle room for comparable experiences assets wise.
Maybe Sony thought it would be a good idea to make it future (PS5) proof? According to quite a lot of posts here the weak link is the PS4's hardware, not PSVR itself.
Always said VR is a complete gimmick. The cost alone will kill it, let alone even if it was super cheap, it still would not sell cause it has no games.
Yea, when nothing on prices for any of the 3 came out at E3 it suddenly became a waiting game to see who would set the bar for entry for just the headset. Leaving hardware requirements aside (a ps4 or whatever PC stuff), I really want to know what each company values their headset at and what each intend on including.
Oh I understand that, and I wasn't trying to make a point of comparison of Showdowns graphics per say, just that PSVR is more than capable and won't really have to downgrade their games substantially just to meet performance requirements. Another video I saw from these guys goes in-depth about how they had to use indirect lighting because they couldn't afford a direct source of light in that scene, but I'm more impressed with the fact that none of the assets/content had to be changed to get it to run on PSVR, the porting process sounds like its going to be incredibly easy on devs, which is great news for everyone involved. Even though it might be at a disadvantage with regards to resolution, it might end up being a benefit for PSVR in the end.
But that doesn't mean much when we don't know what "low" is.
Will wait for reviews before throwing money down.
What prices were people expecting? It's two 120hz monitors in a headset. Of course it wasn't going to be cheap.
Yup, as long as perf is the priority it's all good. Hopefully Blow manages to ship The Witness with Morpheus support.
Still bummed about no Touch packed in with CV1 but I understand if it needs more time in the oven it needs it, curious what the price point will be for that alone though.
Yup, as long as perf is the priority it's all good. Hopefully Blow manages to ship The Witness with Morpheus support.
PSVR headset has a single 1080p screen.