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Sony Being Extremely Deliberate with PSVR2's Design, Immersion Goes Beyond Resolution

Lunatic_Gamer

Gold Member
psvr2-playstation-vr-sony-1.large.jpg



There’s a tidal-wave of optimism about PSVR2 emerging from GDC, where Sony is showcasing its new hardware in private to industry professionals. Earlier today, Chet Faliszek, a Valve veteran, described a tech demo he was treated to as “so good” and added: “You know where the world just feels different when you return?”

Since, a developer at Truant Pixel – the team making PSVR2 motorcycle title RUNNER – has weighed in on the hardware on a certain Gaming Forum. One poster pointed out that Faliszek’s comments sounded “hyperbolic”, a point which he denied. “Sony has been extremely deliberate with a lot of their choices about this thing,” he said. “They’ve been reading the room for a long time now.”

While clearly under NDA, the dev added: “Performance and immersion goes beyond resolution. The numbers certainly matter, but the whole is definitely greater than the sum.” Now PSVR2 has some of the best specs on the market already, but the creator – who has first-hand experience with the headset – pointed to some of its other features, like haptic feedback.

“Haptics make a bigger impact than you realise. Think about the first time you experienced DualSense, now consider it in the context of VR.” PSVR2’s Sense controllers include all of the functionality of the DualSense and more, including adaptive triggers and even rudimentary finger tracking. He continued: “Stop sweating about the wire. It’ll disappear once you start playing – unless you’re spinning in circles or something.”

 

ZehDon

Member
The PSVR1 was an impressive piece of kit, sans the outdated tracking system. The only concern I have is with Sony's approach to charging more for everything this generation; if its USD$599, all the deliberate thinking in the world won't make much of a difference. Can't wait to see more.
 

RoadHazard

Gold Member
But I want to be able to spin in circles. True VR immersion needs 360 degree freedom where you don't have to think about avoiding getting tangled up in a wire.

So yeah, I'm still bummed about that. But I'm sure it will be very cool for experiences where you sit or stand mostly still. Just a shame it will not be as good for full freedom experiences. Guess I'll keep my Quest 2 for that.
 

A.Romero

Member
Foveated rendering is a game changer performance wise. If they actually put it in, the PS5's hw won't even be a limitation.

The only thing I really wish Sony did is supporting PC. I have a PS5 but I'd love to be able to use the headset on both platforms. I seriously doubt I'd buy another Oculus device and the other options are just too expensive in my country (if found). Plus it would help adoption greatly.

Getting hyped about this.
 

Shmunter

Member
Foveated rendering is a game changer performance wise. If they actually put it in, the PS5's hw won't even be a limitation.

The only thing I really wish Sony did is supporting PC. I have a PS5 but I'd love to be able to use the headset on both platforms. I seriously doubt I'd buy another Oculus device and the other options are just too expensive in my country (if found). Plus it would help adoption greatly.

Getting hyped about this.
Selling on pc it’s impossible to subsidise tho. Attaching it to the console - what you eat on the hardware, you gain on the software. Sony needs to make it as cheap as possible to get it moving.

See what happens.
 

Beechos

Member
Ill buy this just for an astro sequel and nothing rlse. Hell ill even buy this just for an until dawn sequel lol. Sega and namco could easily make a killing porting their light gun games to vr.

My god if i only knew how to program/develop a game. Id make a vr game like a cross between the climb and silent scope. Climb around and shit to get a good vantage point to snipe your target.
 

K2D

Banned
Skyrim development cost roughly $110M adjusted for inflation..

Just want to put it out there - what I need Sony to bring to the table in a killer app - or you know, just full PC support..
 

Fredrik

Member
People are seriously complaining about the wire?
Yup. The comment that Sony has been reading the room is hilarious as far as I’m concerned.

I’m playing VR on the PC, sitting close to the desk. If I play seated and games with little body motions, like Flight Sim, then I can forget the cable is there, just like said in article. But when playing games with any wider upper body movements, or standing VR, or body rotation, then the cable is no doubt a problem.

Having a cable going through the living room when charging a normal controller is bad enough imo. It’s 2022, we shouldn’t have to deal with that. Hopefully Sony will release some wireless add on device, if they’re truly reading the room it should happen.
 

Shmunter

Member
Yup. The comment that Sony has been reading the room is hilarious as far as I’m concerned.

I’m playing VR on the PC, sitting close to the desk. If I play seated and games with little body motions, like Flight Sim, then I can forget the cable is there, just like said in article. But when playing games with any wider upper body movements, or standing VR, or body rotation, then the cable is no doubt a problem.

Having a cable going through the living room when charging a normal controller is bad enough imo. It’s 2022, we shouldn’t have to deal with that. Hopefully Sony will release some wireless add on device, if they’re truly reading the room it should happen.
Playing the 2nd version of psvr, the thin cable has never been a pain point, I do play standing unless it’s Driveclub. However, with PSVR you tend to be forced to face the camera so you’re not doing 360, no scope wall bangers very often.

See how it goes with PSVR2
 

Fredrik

Member
Playing the 2nd version of psvr, the thin cable has never been a pain point, I do play standing unless it’s Driveclub. However, with PSVR you tend to be forced to face the camera so you’re not doing 360, no scope wall bangers very often.

See how it goes with PSVR2
Even if I don’t rotate I get ripped out of the immersion with the cable whenever I move around tugging it or sense it touch my body in an unplanned way.

Maybe it could work if the cable goes up through the pants and shirt? Haven’t tried that.

Wireless has it’s own issues though, I have a decent home network but wireless VR still isn’t perfect. But for me it’s still better than using the cable for most games.

Some of the best VR experiences for me is sitting on a swivel chair, then rotate in VR by walking/rotating the chair with the feet. It almost completely remove the motion sickness for me. I’ve played Skyrim VR like that and it’s awesome. Starfield needs to get a VR version!
 
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DenchDeckard

Moderated wildly
Guy making a game for the platform hypes it up….news at 11.

on the real, I’m hoping it’s going to be awesome and also compatible with pc. Rumours around some serious competition this year from the likes of oculus. I’m ready to purchase one this year my rift s is getting long in the tooth.
 

Boss Mog

Member
All they need to convince me at this point is confirming backwards compatibility
Sadly that might not be possible. At the very least games might require patches to be compatible, and they will need to be more elaborate than just a framerate or resolution patch. The dual controllers are vastly different from a single Dual Shock 4. Even if they let you use a Dual Shock 4 for the old games, part of the controller tracking was based on an external camera picking up the light bar of the DS4 and on PSVR2 there is no external camera as the tracking cameras are built in to the headset.
 
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GymWolf

Member
I was getting excited reading the news just to discover that the guy was talking about the dildo thing yet again :lollipop_grinning_sweat:


I would hoighly prefer not being attached to a fucking wire if we talk about immersion...
 

mitchman

Gold Member
Yup. The comment that Sony has been reading the room is hilarious as far as I’m concerned.

I’m playing VR on the PC, sitting close to the desk. If I play seated and games with little body motions, like Flight Sim, then I can forget the cable is there, just like said in article. But when playing games with any wider upper body movements, or standing VR, or body rotation, then the cable is no doubt a problem.

Having a cable going through the living room when charging a normal controller is bad enough imo. It’s 2022, we shouldn’t have to deal with that. Hopefully Sony will release some wireless add on device, if they’re truly reading the room it should happen.
You charge the controller on the console itself? I just use my normal phone charger for that.
 

midnightAI

Member
Yup. The comment that Sony has been reading the room is hilarious as far as I’m concerned.

I’m playing VR on the PC, sitting close to the desk. If I play seated and games with little body motions, like Flight Sim, then I can forget the cable is there, just like said in article. But when playing games with any wider upper body movements, or standing VR, or body rotation, then the cable is no doubt a problem.

Having a cable going through the living room when charging a normal controller is bad enough imo. It’s 2022, we shouldn’t have to deal with that. Hopefully Sony will release some wireless add on device, if they’re truly reading the room it should happen.

The use of a cable will, I think, be due to latency. PSVR2 has eye tracking for foveated rendering if that is lagging then you will have serious issues with the rendered image.
 
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