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PSVR2 - out now!


Pob
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Right, I may kick myself later but I've cancelled my original order and ordered the Horizon pack and chargers for the controllers. Even though the headset is to be delivered in Sony's 'launch window' the charger is due on release day. I just know I'll be staring at that charger whilst waiting for Sony to ship the headset so I can use them.

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They all say release window I think, mine still does and it’s not changed since the very first day of preorders. 
 

Yeah just checked and it still says ‘22nd - 28th February’ 

 

If only it was a week earlier, it’s half term then and I’m off all week :rolleyes:

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1 hour ago, Stanley said:

They all say release window I think, mine still does and it’s not changed since the very first day of preorders. 
 

Yeah just checked and it still says ‘22nd - 28th February’ 

 

If only it was a week earlier, it’s half term then and I’m off all week 

my psvr2 has a delivery window as yours. But my charging station says feb22nd. No idea if that’s at all an indicator 

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Can anyone explain what Carmack is talking about here on twitter and what the benefits would be? 

Quote

 

I don’t expect PSVR2 to be very successful at $600, but technically, with a directly connected OLED display and decent ray tracing performance, it is an opportunity to implement just-in-time ray tracing for couple-millisecond 6DOF motion-to-photons latency, which I would really like to see! That would be a VR compositor replacement, and the sensor / display / GPU timings would be really tight, so a third party developer could not do it, but it would be a worthy task for Sony.

 

Do you mean we can use ray-tracing to skip distortion correction so we can direct render onto display buffer? Wonder what is your thought if the app can't finish pixels on time (eg.due to variable workload ), do we still need some reprojection pass?

 

If it is viable to issue ray tracing work one scan line at a time, and you stay at least a couple scan lines ahead of the raster scanout, then you can simply repeat the last scan line if it took longer than it should. Vertical resolution would go down smoothly when overloaded.

 

 

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I think it’s to do with the fact that VR headsets distort an image to account for head movement without needing to render a new frame. This is called asynchronous reprojection in general and “Timewarp” at Oculus. So if PSVR or Oculus Quest’s display runs at 120 Hz, but the game can only render at 60fps (which is common) you still get a perspective which seems like it’s updating at 120fps. That reduces motion sickness. But the position is still only updated 120 times per second, when the screen updates.

 

But the screen doesn’t just update instantly once every 1/120 of a second! It takes some time to scan through and update those pixels.

 

With fast ray tracing it’s possible you can calculate that distortion very efficiently, so you could even have it calculated for each pixel at the moment that it’s being refreshed, based in the position of your head at that specific moment, instead of where it was 1/120 of a second ago when the screen started to refresh.

 

I think!


Edit - The other, less likely alternative is that he’s talking about using an entirely ray traced rendering approach, where you do the actual rendering of each pixel, and not the reprojection, using that up to date information I mentioned above. I guess because ray tracing doesn’t involve building various screen-sized buffers you could do that? But the PS5’s ray tracing hardware is nowhere near powerful enough for that on a modern game.

 

I’m reverse engineering this based on my imbecilic half knowledge of how VR and “modern” (non-PS1) renderers work.

 

Edit 2 - Oh, or it could be as simple as:

 

Modern renderers have a lot of latency which we have to reproject to compensate for. (Not just 120 Hz vs 60 fps, but also the graphics are 1 or 2 frames behind.)

 

Wireless headsets have additional latency we have to reproject to compensate for.

 

LCDs have additional latency we have to reproject to compensate for.

 

Ray tracing could have lower latency.

 

A wired in headset could have lower latency.

 

OLED could have lower latency.

 

Therefore maybe you don’t need to reproject.

 

That seems like something a guy who’s recently been working with cheap LCD screened wireless headsets which support streaming in games from potato graphics cards (Oculus Quest) might be really stoked about.

 

But I’m not sure any of these add up to something meaningful, given the PS5’s inability to do a fully ray traced game.

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Fully psyched now. I have GT7, RE8, both of which I haven’t yet played, and No Mans Sky, which I have played before. I think with NMS I’ll play explorer mode or whatever it’s called - the one that gives you freedom to do what you like. I’ll be playing for the sights. 
 

GT7 sounds great even normally, but VR off the scale. 

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I was fully hyped for this but am now somewhat tempered, fearing that it'll be a repeat of my Steam Deck journey which was "ooh new shiny!" and then pretty quickly realising it wasn't for me and then selling on. New gadget allure is strong.

 

Don't suppose anyone fancies loaning me theirs for a couple weeks for £40 rather than me losing out by that much when I Inevitably put it in the trading folder? 😅

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46 minutes ago, Indy @ S.E. said:

I was fully hyped for this but am now somewhat tempered, fearing that it'll be a repeat of my Steam Deck journey which was "ooh new shiny!" and then pretty quickly realising it wasn't for me and then selling on. New gadget allure is strong.

 

Don't suppose anyone fancies loaning me theirs for a couple weeks for £40 rather than me losing out by that much when I Inevitably put it in the trading folder? 😅

You’re welcome to come round and try mine! 

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Comprehensive, but here’s a question it doesn’t answer, anyone know:

 

Does eye-tracking require the IR camera to see and measure both pupils/cornea in order to function? If so, what if it can’t, would the headset set up never get past that point?

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11 minutes ago, jonamok said:

Comprehensive, but here’s a question it doesn’t answer, anyone know:

 

Does eye-tracking require the IR camera to see and measure both pupils/cornea in order to function? If so, what if it can’t, would the headset set up never get past that point?


That’s quite specific. I suspect we’d find out next week, but you’d imagine someone has tried it during testing with a glass eye.

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It tracks each eye independently, so if it doesn't already support monocular use presumably it could be patched to do so.

 

From a bit of searching it looks like Tobii eye tracking – which PSVR2 uses – can allow you to only track one eye in case of scarring or other issues with IR reflection in one eye, so presumably that use case has been considered here as well.

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Regarding HDR, do not expect searing bright lights like on an LG OLED - 800 to 1000 nits just inches away from your eyeballs = damaged eyes. What benefit HDR will likely bring is wider colour gamut for more natural colours, and  more range on the darker elements of the picture so that blacks don't crush as easily. 

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I had a small amount of motion sickness when I first got PSVR but only in games that offered full right stick look controls. That went away very quickly and I'm all about turning off all the assists now.

 

If anyone wants to play a kind of MMO you should take a look at Zenith. When I played it at launch it was solid if a little basic. I believe it's improved a lot since then.

 

Also this is my jam. You can pet the birb

 

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What’s everyone’s launch day games? 
 

Mine are,

 

GT7

RE Village

No Man’s Sky

 

Tentative,

 

Walking Dead Saints & Sinners 2

Star Wars

Horizon

 

I’ll pick up Rez at some point too.

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Horizon and GT7.

Rez, RE8 and Pistol Whip can wait. Never sure where my cop(ies) or No Man’s Sky are, or even if I ever bought it on PS4, but since I’ve not tried it on PC in VR I doubt I’m going to be jumping into it on PS5.

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22 minutes ago, Stanley said:

What’s everyone’s launch day games? 
 

Mine are,

 

GT7

RE Village

No Man’s Sky

 

Tentative,

 

Walking Dead Saints & Sinners 2

Star Wars

Horizon

 

I’ll pick up Rez at some point too.

I have gt7 and no man’s sky already. Horizon is coming packed in. I’ll probably pick up Star Wars, pistol whip, and switchback in March.


But. This is VR. Don’t kid yourself that in the first week or so you won’t buy more than you originally planned as you get continually wowed

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