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Good news on PSVR updates. Makes me wonder if it will be launching next year with GT7. That would make a nice combo. GT:Sport was great with PSVR when I tried it so it should be pretty special with more powerful hardware.

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39 minutes ago, Parappa said:

Does this suggest it's perhaps coming sooner than we think? Also I assume BC is out the window with the new headset and controllers? 

As with the previous blog post about a VR successor it acknowledges that developers are starting to get access to the prototypes, so I think this announcement is more to pre-empt any leaks.

 

My guess would be a launch no earlier than September 2022. Not a huge amount of time to develop original content but they could include an Astrobot pack-in and have games that are new to the PlayStation audience, like Alyx or possibly Insomniac's games for Oculus. Porting from PC VR should also be a lot simpler given the more standardised controllers and horsepower of the PS5.

 

Personally I don't think backward compatibility with PSVR games is likely, as it seems like that would be a nightmare in terms of controller mapping. Best we can hope for there is free upgrades to new versions, and honestly I'm not expecting that kind of generosity given the limited, enthusiast audience for VR.

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59 minutes ago, footle said:

Looks like they’re bringing the best bits from the oculus controllers and dual sense. Also headset tracking is mentioned - so that implies inside out tracking hopefully...

Yep, that blog specifically states the controllers are "tracked by the headset", which therefore means not tracked by an additional external camera/sensor which, yes, does strongly imply inside out tracking. :)

 

This is shaping up to be something special. 

 

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Great to see some movement on this. It's funny, at the start of the gen they seemed quite meek about the prospects of PSVR going forward but it really does appear to be a major part of their overall strategy. I said it in the Bethesda thread, but I will miss having their support on the platform. My wife has played a ton of Skyrim VR and I've had a blast with Doom VR, these are two experiences (particularly Skyrim) won't be easy for to replace.

 

Anyway, the tech in these new controllers seems sound. Hopefully they won't break the bank and hopefully the PS4's catalogue of VR games will be compatible with this new kit. One of my Move is playing up and I'm loathed to shell out the frankly ludicrous prices these things are currently going for.

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37 minutes ago, MattyP said:

Good news on PSVR updates. Makes me wonder if it will be launching next year with GT7. That would make a nice combo. GT:Sport was great with PSVR when I tried it so it should be pretty special with more powerful hardware.


That would be awesome and you’d think a massive system seller for PSVR. GT Sport was a bit of a disappointment for me in terms of clarity compared to something like Wipeout but the on track experience was great.

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Of all the VR kits I worked with, PSVR was the most surprising. Underpowered (compared to its rivals) and using a bastard mix of old tech not designed for that purpose and clever innovation, it turned out just amazing. 
The headset ergonomics and comfort were superb, simple and outshone all the others (at the time). The d.. controllers.. were surprisingly accurate especially considering their age and tech, and the triggers helping you know their orientation without looking, important in VR of course. And using that old camera.. 
Hats off to them, I hope this one lives up to its expectations.
Then we need Elite porting to the PS5, and HOTAS support, of course.. ;)

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25 minutes ago, Masu said:

The headset ergonomics and comfort were superb, simple and outshone all the others (at the time).

 

This, in particular, was massively noticeable when PSVR first came out. It was pretty well thought-out for a first go.

 

I am disappointed that it looks like I won't be calling the new ones sex toys.

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With this and doubtless future iterations of the Quest coming, the future for VR suddenly seems very bright again. Hopefully we will get 'bigger' games being developed - it was good when Sony was funding such projects, and with the controller issues of PSVR now being solved, there can truly be some amazing games made for this thing. And obviously it's a great opportunity for us plebs to play Half-Life: Alyx... surely a port of that is going to be a launch game. I can't see it coming to the Quest until at least a couple more versions of that headset have come and gone.

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Very nice, looks like my patent filing post last year had some merit after all :lol: 

 

Inside-out tracking (e.g. no camera), dual sense style haptics and single cable solution pretty much ticks my VR boxes (or rather removes my VR barriers) so I'll probably get in there day 1 having missed out on all the PSVR goodness so far.

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Yeah, the tracking and the controllers were the two things really holding back PSVR compared to the big boy options.

 

Wireless is the much less important 3rd but don't sweat that not being there at launch because that's very easy to add later.

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5 hours ago, Capwn said:

They HAVE to snag Alyx as a day 1 launch, it's by far the best AAA VR game yet. Everyone wins if sony/valve can make it happen. 

If it was any other company I'd say it was a certainty, but I could see Valve deciding not to for some reason. They haven't put anything out on a console since 2012.

 

Maybe Sony could pay for Bluepoint to port it; they've some Source adjacent experience due to Titanfall.

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1 hour ago, Dudley said:

Yeah, the tracking and the controllers were the two things really holding back PSVR compared to the big boy options.

 

Wireless is the much less important 3rd but don't sweat that not being there at launch because that's very easy to add later.


surely wireless:

- requires the headset to have a battery (money)

- requires the headset to have wireless connectivity (money)

- requires custom compression taking resources away from rendering/compute

 

i don’t think it’s something that’s trivially added later. The reason people are able to add it on PC is the variable rendering target for PCVR, and the fact that the vast majority of PCVR games aim to run on a couple of generations ago graphics cards, so we have processing power to spare. A top tier PSVR2 game would max the PS5...

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Well, we know the headset connects to the console via a single USB-C cable, so it's pulling both AV and power through that. In theory adding a wireless bridge in between is relatively simple, as you'd just need an ergonomically designed battery pack that can connect wirelessly to the console, either via Wi-FI 6 or more likely a specialised RF dongle.

 

As for processing on the console side, there's already dedicated encoding hardware for the Create functionality so I suspect that could be used. It can handle 4K60 ~50Mbps WebM recording, so I imagine it could be tweaked to deliver a responsive encode optimised for VR.

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Right, the one time I tried roomscale wireless, the wireless bit was all done through a pack the size of a GBA SP that they'd mounted on the crown of the headset. For better ergonomics Sony could just do a bridge that clips on your belt and connects through a cable. I think it was still prohibitively expensive but it'd be a way of providing a wireless option without adding to the cost of entry.

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