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

CrustyBritches

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.
Quest 2 is my first headset, but have a decent amount of time with it(hundreds of hours). I have a 16ft cable, decent router setup with wired desktop, and a 3060 laptop. I've tested every way of playing quite a bit: Standalone play, wireless, and wired. At no time would I utilize that cable hooked into the laptop for family play on the livingroom TV. I would be nervous about people stepping or tripping on the cable, and I love the freedom of roomscale play and being able to flail about without cable management. And frankly why would you use one if you have a decent PC and router, or standalone option?

There's no choice in this case. It's a tradeoff they made to focus on other areas. Since the user has no options, they could easily have confirmation bias. What other choice do they have?
 

Heisenberg007

Gold Journalism
That means that PSVR2 will not beat any record in screen resolution.
It already has the highest resolution per eye than any other VR headset in the market.

PifcAQ4.png
 

Fredrik

Member
You charge the controller on the console itself? I just use my normal phone charger for that.
Mind blown! Lol I thought the console used some important charging method, I’ve always charged all controllers for all consoles by plugging them into the console 😅

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.
We’ll see, I think they’ll make it wireless eventually, just not for launch. Quest 2 wasn’t wireless at launch either (at least not officially).
Quest 2 is my first headset, but have a decent amount of time with it(hundreds of hours). I have a 16ft cable, decent router setup with wired desktop, and a 3060 laptop. I've tested every way of playing quite a bit: Standalone play, wireless, and wired. At no time would I utilize that cable hooked into the laptop for family play on the livingroom TV. I would be nervous about people stepping or tripping on the cable, and I love the freedom of roomscale play and being able to flail about without cable management. And frankly why would you use one if you have a decent PC and router, or standalone option?

There's no choice in this case. It's a tradeoff they made to focus on other areas. Since the user has no options, they could easily have confirmation bias. What other choice do they have?
Yeah but playing VR with kids around would make me nervous even without cable, might smack them with a controller by mistake 🤕
But with a cable I would also be nervous to tugg the cable and pull the console off the shelf!
 

Heisenberg007

Gold Journalism
So pretty much 4K like quality. Honestly don't think you need more since the screen is so close to your eyes. But I haven't used VR yet so I might be wrong.
Yep, almost 4K per eye with foveated rendering, backed up by the power of PS5, will produce the best picture quality in VR. This is literally the best resolution the VR market currently has to offer.

And to your point, I have used PSVR as well as Oculus Quest 2. OC2 was a big jump, compared to PS VR (you can notice the difference in resolution in the above chart), and this will be even better. OC2 is at a point where I go "the picture isn't completely clear", but "I can live with it." PS VR 2 will cross the tipping point I reckon with 16% resolution increase than OC2.
 
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CrustyBritches

Gold Member
Yeah but playing VR with kids around would make me nervous even without cable, might smack them with a controller by mistake 🤕
But with a cable I would also be nervous to tugg the cable and pull the console off the shelf!
I have extensive family VR playtime with my kids and their cousins, and let me assure you that you're much more likely to get hit in the nuts by them, than they are to get hit in the face by you.
 

Neilg

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

TF does that mean in actual language?
english your second language? it's pretty clear.
deliberate means careful, considered. they've made smart decisions about where to compromise and what they add. To increase immersion they've added more features that other headsets dont have, like haptics, instead of just bumping up the resolution and calling it a day.
 
This thing is going to be fantastic. Hope they have some killer games right off the bat. Regardless, just furthers my disappointment in Xbox's lack of VR support.
 

Notabueno

Banned
english your second language? it's pretty clear.
deliberate means careful, considered. they've made smart decisions about where to compromise and what they add. To increase immersion they've added more features that other headsets dont have, like haptics, instead of just bumping up the resolution and calling it a day.

Yeah, but I'm a C2 from Oxford, I understand english well enough...

This doesn't mean fucking shit is what I meant: first of all you translation of deliberate doesn't match the semantic, secondly, your interpretation is subjective because this new speak doesn't make correct semantic sense and doesn't actually expresses anything. It's like saying Mcdonalds was deliberate in making their burgers tastes like steak, not that it would make more sense.
 
I'm personally extremely excited about this.

But, from a corporate standpoint, this is Sony's play into the burgeoning Metaverse field. If they do this right they will be well positioned going forward if this whole concept or whatever the fuck it is actually pans out. It's definitely high-stakes for them when looking into the future. Everyone is gearing up, see Microsoft's recent large content acquisitions.

But, if this works and if it gets adopted, I wonder if Michael Pachter will come out and declare [after the fact] Microsoft will be dead in a decade... or some such ridiculous comment. That said, this guy doesn't really think deeply about his supposed area of expertise. Haha.
 
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midnightAI

Member
We’ll see, I think they’ll make it wireless eventually, just not for launch. Quest 2 wasn’t wireless at launch either (at least not officially).
Yes, but the Quest 2 doesnt have eye tracking (if that is indeed the reason as I suggested). The issue Sony would have isn't about being able to stream the game to make it wireless, it will be in getting the eye tracking data from the headset to the PS5 in a reliable and fast method. your eyes can move from one position to another very quickly and so it has to track that, send the data back to the PS5, the PS5 then needs to render the relevant resolutions across the screen based on the position the eyes are looking (foveated rendering) and then send that data back to the headset (in the blink of an eye so to speak). It currently has to do head tracking but that doesnt need to be nearly as quick, a few frames behind on head tracking wont be noticeable.
 
Yes, but the Quest 2 doesnt have eye tracking (if that is indeed the reason as I suggested). The issue Sony would have isn't about being able to stream the game to make it wireless, it will be in getting the eye tracking data from the headset to the PS5 in a reliable and fast method. your eyes can move from one position to another very quickly and so it has to track that, send the data back to the PS5, the PS5 then needs to render the relevant resolutions across the screen based on the position the eyes are looking (foveated rendering) and then send that data back to the headset (in the blink of an eye so to speak). It currently has to do head tracking but that doesnt need to be nearly as quick, a few frames behind on head tracking wont be noticeable.

Just to give some numbers, I know the mean saccade duration is 20-30ms.
 

iHaunter

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.
They're reading the competent room. Do you really think their $200k+ engineers didn't think of making it wireless? I mean really? One of them is smarter than the entirety of GAF combined.

Give me a break.
 

mckmas8808

Banned
I am dying to know if and how GT7 ties into VR2. The temptation of playing that in VR would be incredibly difficult to resist.

Especially when you consider how Polyphony will use the Haptic Feedback too! You just know Kaz has been playing GT7 in PSVR2 for about a year straight already. Only Sony could screw it up and not have it ready at PSVR2's launch.
 

mckmas8808

Banned
I'm personally extremely excited about this.

But, from a corporate standpoint, this is Sony's play into the burgeoning Metaverse field. If they do this right they will be well positioned going forward if this whole concept or whatever the fuck it is actually pans out. It's definitely high-stakes for them when looking into the future. Everyone is gearing up, see Microsoft's recent large content acquisitions.

But, if this works and if it gets adopted, I wonder if Michael Pachter will come out and declare [after the fact] Microsoft will be dead in a decade... or some such ridiculous comment. That said, this guy doesn't really think deeply about his supposed area of expertise. Haha.

Pachter is such a weird person when you consider what his main job is. And then consider that he's been the "leader" of video game's business talk for about 15 years now. He has so much presence in our field, yet he seems so very wrong so often.

It's magical how the video games media just loves to keep giving him articles to spew his non-sense.
 

DeepEnigma

Gold Member
Pachter is such a weird person when you consider what his main job is. And then consider that he's been the "leader" of video game's business talk for about 15 years now. He has so much presence in our field, yet he seems so very wrong so often.

It's magical how the video games media just loves to keep giving him articles to spew his non-sense.
I've explained it before:
He makes polarizing and clickbait opinions on gaming because he knows the nerdom geek industry/social media gets overzealous and hyper-charged with them.

It's not about accuracy, it's about name in the headlines.
They wash each other's backs. His sensational hyperbole creates clicks and generates news in the great polarizing console wars.
 

yurinka

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

TF does that mean in actual language?
It means that its design has several features to improve inmersion other than the featuting the biggest resolution ever: 3D audio, haptic feedback in the headset and controllers, eye tracking for foveated rendering, not being limited to the usage of an external camera (allowing free movement) etc.
 
The opposite, in fact thats exactly why you need more pixels. Because a VR headset sits close to the eye.

That’s true I don’t know why I said that. Maybe it’s high enough to the point where you don’t notice any loss in clarity even though the screen is in your face.
 

nemiroff

Gold Member
It already has the highest resolution per eye than any other VR headset in the market.

PifcAQ4.png

I'm afraid that's not true (I'm sure the PSVR2 is going to be good regardless tho, but we should keep the facts straight). It has the highest resolution of the headsets in THAT specific list, but not among those available in the consumer market. There are several headsets with a higher resolution than the PSVR2, including my current one; The Reverb G2. It has two separate RGB striped panels with 2160px per eye (and is fully supported by WMR and SteamVR) and has been available for about a year already. There are even 8K headsets available on the market, including headsets with eyetracking (altho frequently outside consumer budgets).
 
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sendit

Member
That’s true I don’t know why I said that. Maybe it’s high enough to the point where you don’t notice any loss in clarity even though the screen is in your face.

Possibly. However, I expect 8-16K would be the sweet spot. That is definitely years or even a decade away.
 

Heisenberg007

Gold Journalism
I'm afraid that's not true (I'm sure the PSVR2 is going to be good regardless tho, but we should keep the facts straight). It has the highest resolution of the headsets in THAT specific list, but not among those available in the consumer market. There are several headsets with a higher resolution than the PSVR2, including my current one; The Reverb G2. It has two separate RGB striped panels with 2160px per eye (and is fully supported by WMR and SteamVR) and has been available for about a year already. There are even 8K headsets available on the market, including headsets with eyetracking (altho frequently outside consumer budgets).
Not sure when this table was made. However, this is completely false.

HTC VIVE Pro 2: 2440 x 2440 per eye
HP Reverb 2: 2160 x 2160
Thank you for the correction. I didn't know the specs of these two headsets, and the IGN chart was in line with the information I had.
 
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