Baki
Member
PSVR2 failed because it was wired VR headset in a world where wireless was expected. PS6-VR won't have those problems. As we know from MLID and
K
KeplerL2
, Sony is developing 2 SoCs for the PlayStation 6.
"Canis" a Handheld SoC with these specs:
But before we get into why "Canis" specs matter, we need address why Sony would even bother with VR again. It comes down to 3 simple things:
So how does it work with the "Canis" SOC.
Think Sony will go with PS6 being a "family" of consoles with a wide range of ways to play:
"Canis" a Handheld SoC with these specs:
- 6 core CPU (4x Zen6c for games, 2x Zen6 LP for OS)
- 16-20 RDNA5 CUs
- 24GB Ram (230GB/s)
- Raster is 0.55-0.75 PS5, RT is 1.3x-2.6x PS5
But before we get into why "Canis" specs matter, we need address why Sony would even bother with VR again. It comes down to 3 simple things:
- Quest has proven there's a $2B/year software market for VR gaming (for comparison, PSN brings in about $15B)
- R&D cost for Sony to jump back in would be minimal, as "Canis" is already a portable SOC and R&D for VR continues to be done by Sony Electronics
- Unifying development pipeline means support should be straightforward, play flat games on a personal screen or VR adapted games
So how does it work with the "Canis" SOC.
- Acoustic sensors in the headset, combined with cameras, to do tracking with minimal CPU overhead on 1 of the 2 Zen6 LP cores
- Foveated rendering using Sony IMX500 sensors to keep compute costs low, and allowing Sony to deliver an upscaled 90-120FPS 2K image per eye
- Exact same SOC as PS6 Portable means it plays all these games natively and offers easy conversions for devs to make hybrid VR games
Think Sony will go with PS6 being a "family" of consoles with a wide range of ways to play:
- Portable, i.e. The DadStation ($499)
- Home Console i.e. The mainstream device ($549)
- PS6-VR i.e. the portable cinema experience ($549)
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