megreotsugua
Banned
Oh, I didn't realize I was looking at the controller.Nope.
Oh, I didn't realize I was looking at the controller.Nope.
OLED, higher res, eye-tracking, wider FOV.Ok... how is it "way better" than the Quest 2? I already posted above the screen differences.
Lol, your definition of "significant" needs adjusting, friend:Quest 2
sub-4K, SDR, LCD, 120 Hz, 90° FOV
PS VR2
4K, HDR, OLED, 120 Hz, 110° FOV
Its significantly better.
The HDR OLED is great. The FOV is whatever. So, a step up - not "significantly better". Don't overstate what they've made here - PSVR2 is good, but PCVR has been clipping along nicely for a while now. Quest 2 is wireless, and works with a PC in addition to its onboard chip. Now, if Sony come out and say PSVR2 works with a PC, and we're getting a wireless pack for it down the road, well now we're talking about more than a step up.Interesting screen specs:
PSVR: 960x1080 per eye, 100 Degrees Horizontal FOV.
PSVR2: 2000 x 2040 per eye, 110 Degrees Horizontal FOV.
Quest 2: 1832x1920 per eye, 89 Degrees Horizontal FOV.
Using Pixels per Radian to understand visible screen clarity, this gives PSVR 10.3k PPR versus a whopping 37k PPR for PSVR2. So, the jump in clarity - my single biggest complaint with PSVR - is going to be pretty significant. In comparison, Quest 2 has 39.5k PPR - however, it has a slightly smaller FOV. So, PSVR2 is absolutely comparable to the Quest 2 in terms of display clarity.
I didn't think it was necessary to state that PSVR2 will have an higher resolution. The point is that at the same resolution, the sub pixel setup of PSVR is clearer and sharper. It's old news and it's just the result of that tech. You can find it in every review at the time. The screen will be also an OLED, with HDR, which are both another level of quality, compared to what you can find now.PSVR looked incredibly blurry, owing to its very low PPR counts. The PSVR's custom sub-pixel arrangement - including higher density toward the centre of the screen - prevents the screen-door effect, with only a minimal difference to the actual clarity of the rendered image.
Cool. This means nothing. The PSVR has foveated rendering, done in software. The edges of the image are rendered at lower resolutions, with the centre of the image rendered at a higher resolution. What everyone is curious about is eye-tracked foveated rendering. This was the original definition of foveated rendering. This technique allows the image to render the precise point on the image your eyes are looking at a higher resolution, and the other areas at a lower resolution. This provides a good performance win, while ensuring every part of the image appears crystal clear to the player. If PSVR2 had this, Sony would be trumpeting it.
The screen door effect is exactly one of the things that make the image less definite to perception. Not a matter of resolution, but perception itself. That's the point.You're bouncing between topics, and aren't really clarifying anything. The customised sub-pixel alignment of the PSVR screen limits the screen door effect. This is what the reviews talk about. PSVR has, for its pixel count, basically no screen door effect - an incredibly impressive piece of engineering. It doesn't magically conjure additional pixels to display additional visual information, improving clarity.
The HDR OLED screen, however, will provide much better colours - especially for darker images, which LCDs always struggle with. The images are going to be more vibrant and much more lifelike than the Quest 2, no question there.
Nothing you've written here addresses my post. We don't know if PSVR2 has eye-tracked foveated rendering, but it's such a massive feature that I doubt Sony wouldn't be talking about it if they had it. We'll wait and see, but as it stands right now, they don't claim to have it.
If they were using them they would be saying so, whenever someone from oculus talks about cambria it's always bought up along with them being more expensive so at some point sony will have had to sacrifice on some things this is probably one of those things so they can try come in under the cost of the actual console.You have to use black frame insertion in VR headsets to reduce blur. This is going to limit the luminance of the hdr. Probably can only output something like 300-400 nits in order to keep the persistence at 1-2 ms so we don’t have a motion blur fest.
Still no mention of lens type. If they’re using fresnel lenses it’s going to be disappointing and render the hdr useless.
Ok... and? Have you used any modern PCVR HMD?The screen door effect is exactly one of the things that make the image less definite to perception. Not a matter of resolution, but perception itself. That's the point.
You're just repeating yourself. Post a link to the article or the time stamped video where a representative of Sony says: "we have eye-tracked foveated rendering for PSVR2". If there isn't one, then it's speculation until they confirm it.And about FR, as said, it's already been discussed by the project leader himself. Aside the fact that adding a eye tracker would be pointless, if not for FR. FR is exactly what console hardware needs, more than PC VR. But only time will tell to what extent will be used.
HDR vs SDR is significant.Lol, your definition of "significant" needs adjusting, friend
I hope that’s not the case. The worst thing about the quest 2 is the fresnel lenses and the glare you get from bright white objects against a dark background. It spews light everywhere and would totally defeat the purpose of hdr.If they were using them they would be saying so, whenever someone from oculus talks about cambria it's always bought up along with them being more expensive so at some point sony will have had to sacrifice on some things this is probably one of those things so they can try come in under the cost of the actual console.
I’m a big fan of bright living room TVs, no OLED for me, but how much of a problem could a darker OLED screen realistically be in a closed up VR headset?You have to use black frame insertion in VR headsets to reduce blur. This is going to limit the luminance of the hdr. Probably can only output something like 300-400 nits in order to keep the persistence at 1-2 ms so we don’t have a motion blur fest.
It's all about the games and ultimately a VR game is far too restricted compared to a non VR game, tech isn't there yet as a viable mainstream product.I'm already sick of Horizon
Tho VR2 can be cool if there will be games that will use it genuinely.
HDR in general is meant for very dark room viewing. VR is a good fit for hdr because you have a dark environment, however sdr can reach close to that luminance despite 100 nits mostly being reference for movies.I’m a big fan of bright living room TVs, no OLED for me, but how much of a problem could a darker OLED screen realistically be in a closed up VR headset?
Tru dat. Atleast its a single usb cable. The esser evil. I also wnder about pc compatibilty.Was really hoping they'd figure out a way to ditch the cable.
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Oculus Quest 2 had sold over 10 million units even before the hollidays, VR is already as mainstream as Xbox Series consoles at least. And in what way is a VR game restricted? It can be the exact same game, but more immersive. Like Skyrim VR or MS Flight Sim in VR, or NMS in VR. Or it can be more compact and unique experiences like Moss or Halflife Alyx. The VR tech is already amazing. What’s needed is AAA devs waking up.It's all about the games and ultimately a VR game is far too restricted compared to a non VR game, tech isn't there yet as a viable mainstream product.
Only the Vive index. The point is that the percepted clarity depends both by the resolution and the structure of the pixels. If you have both, the result is better.Ok... and? Have you used any modern PCVR HMD?
You're just repeating yourself. Post a link to the article or the time stamped video where a representative of Sony says: "we have eye-tracked foveated rendering for PSVR2". If there isn't one, then it's speculation until they confirm it.
Probably not going to be compatible. Only the Nvidia 20 series non super cards got a usb c port with the bandwidth capable of doing VR. Unless Sony is using compression, which i’m seriously doubting. If it is compressing to hevc Sony would need to release pc software like oculus has for link/airlink.Tru dat. Atleast its a single usb cable. The esser evil. I also wnder about pc compatibilty.
What’s the difference? You’re still wired. I’m using one wire on Quest 2 occasionally for PC VR. Whenever you feel the wire pull because you’ve spinned around or if you feel it on your arms etc you’re instantly reminded of where you are and is pulled out of the immersion. It’s only useful with very static games, like MS Flight Simulator.Tru dat. Atleast its a single usb cable. The esser evil.
No, they're more "nice to have".HDR vs SDR is significant.
OLED vs LCD is significant
110 vs 90 FOV is significant.
No, they're more "nice to have".
It's nice to have a Switch OLED, but the OG is still great.
It's nice to have HDR, but SDR is still terrific. Especially in VR, where external light is blocked out of the HMD.
It's nice to have 110 FOV, but the PSVR2 trades radian clarity for it. In VR, at resolutions this close to your face, radian clarity will still be king for years.
PSVR2 is a great piece of kit. I'll probably get one for Sony's exclusives alone, and enjoy the heck out of it. But - apart from the HDR OLED - it's on par with the current PCVR HMDs. That's still great, and PlayStation fans are potentially in for a real treat. But, Sony haven't flipped the tea table, they haven't delivered a mic drop. They're one step above on a couple of points, on par in many more points, and behind in one or two. That's the reality.
45K PPR, HDR OLED, Wireless, fully PC compatible, all for USD$400.00. That would've been a mic drop. As it is, PSVR2 still sounds really great. Can't wait to try it out.
HDR is really so good. Once you played good hdr, it looks almost black and white for a moment when you disable it lol.No, they're more "nice to have".
It's nice to have a Switch OLED, but the OG is still great.
It's nice to have HDR, but SDR is still terrific. Especially in VR, where external light is blocked out of the HMD.
It's nice to have 110 FOV, but the PSVR2 trades radian clarity for it. In VR, at resolutions this close to your face, radian clarity will still be king for years.
PSVR2 is a great piece of kit. I'll probably get one for Sony's exclusives alone, and enjoy the heck out of it. But - apart from the HDR OLED - it's on par with the current PCVR HMDs. That's still great, and PlayStation fans are potentially in for a real treat. But, Sony haven't flipped the tea table, they haven't delivered a mic drop. They're one step above on a couple of points, on par in many more points, and behind in one or two. That's the reality.
45K PPR, HDR OLED, Wireless, fully PC compatible, all for USD$400.00. That would've been a mic drop. As it is, PSVR2 still sounds really great. Can't wait to try it out.
Dude that's more than nice to have. Unfortunately no wireless, that would have been the icing on the cake.No, they're more "nice to have".
It's nice to have a Switch OLED, but the OG is still great.
It's nice to have HDR, but SDR is still terrific. Especially in VR, where external light is blocked out of the HMD.
It's nice to have 110 FOV, but the PSVR2 trades radian clarity for it. In VR, at resolutions this close to your face, radian clarity will still be king for years.
PSVR2 is a great piece of kit. I'll probably get one for Sony's exclusives alone, and enjoy the heck out of it. But - apart from the HDR OLED - it's on par with the current PCVR HMDs. That's still great, and PlayStation fans are potentially in for a real treat. But, Sony haven't flipped the tea table, they haven't delivered a mic drop. They're one step above on a couple of points, on par in many more points, and behind in one or two. That's the reality.
45K PPR, HDR OLED, Wireless, fully PC compatible, all for USD$400.00. That would've been a mic drop. As it is, PSVR2 still sounds really great. Can't wait to try it out.
They had a patent going that looked like a usb cable that connected to a device. They could have some sort of hgig type connection the vive uses to achieve the higher bandwidth you won’t even be able to do over even wifi 6e’s extended bandwidth.What’s the difference? You’re still wired. I’m using one wire on Quest 2 occasionally for PC VR. Whenever you feel the wire pull because you’ve spinned around or if you feel it on your arms etc you’re instantly reminded of where you are and is pulled out of the immersion. It’s only useful with very static games, like MS Flight Simulator.
My hope is that Sony is updating the headset with a wireless solution after launch, just like Oculus did.
Someone has to move the technology forward. Can't just make the same thing with better graphics, sometimes someone has to push the boundaries for others to follow and create even better products. It would be awesome to play something like ready player one in our lifetime.Just don’t understand Sony’s obsesssion with VR, and now they are even acquiring studios for this bs.
I've no doubt that when PSVR2 drops it will be the best in class VR headset.PSVR2 is a great piece of kit. I'll probably get one for Sony's exclusives alone, and enjoy the heck out of it. But - apart from the HDR OLED - it's on par with the current PCVR HMDs. That's still great, and PlayStation fans are potentially in for a real treat. But, Sony haven't flipped the tea table, they haven't delivered a mic drop.
PS4 VS PS5 is significantHDR vs SDR is significant.
OLED vs LCD is significant
110 vs 90 FOV is significant.
Nice. Thank god it uses oled. Every damn headset swapped to lcd and it always looks like shit.
So specs look amazing. Hope it allows to use pulse 3d wirelessly still
About the horizon demo… I have a bad feeling of non stop fucking talking like in every vrr experience ugh
I sit on a spinnable chair, turn 360 degrees with the stick (when possible) but smaller turns are done by ”walking” with my feet to rotate the chair. Doing something with the feet on the floor is important for me, it’s much worse when stuff is happening without me doing anything, I can get motion sick even from normal non-VR first person games.They had a patent going that looked like a usb cable that connected to a device. They could have some sort of hgig type connection the vive uses to achieve the higher bandwidth you won’t even be able to do over even wifi 6e’s extended bandwidth.
I actually use smooth turn for a lot of games despite it being wireless. I don’t like to move with the left joystick and use my body to turn at the same time. That tends to get a bit dizzying. If I’m playing in my garage I can use full free movement and that’s great, but I don’t mind at all playing a fps game seated using smooth turn cranked up high and smooth locomotion (left stick movement.) I’ve played resident evil 4 vr in bed very comfortably.
If VR is going to go mainstream you’re going to need good seated options for both long play session comfort and accessibility purposes for wheelchair bound folks that love VR.
It can't be the best if it's wired and requires a PS5.I've no doubt that when PSVR2 drops it will be the best in class VR headset.
I've got both a Quest1 and Quest2. I go back to the Quest1 for PCVR gaming due to the OLED blacks. In games like Half Life Alyx the deep true blacks beats resolution. Given that PSVR2 is OLED and better then Quest2 resolution is going to make the display incredible.
Foveated resolution in a consumer headset is going to ensure the best in class visuals from the PS5. I'm sure the foveate resolution solution from Sony will be top drawer.
Add in the headset onboard haptic feedback and how comfortable the headset is likely to be.
Yeah. When you add it all up. It's a game changer. The gaming experience is going to be amazing.
Yeah I’d say they’re all important, Apple will be too if they jump in, anything that grow the market and make AAA devs invest in it is a good thing. Once there is big money to make the big devs will come.I love that Playstation still see VR as something important and are investing into it.
Its a cable. Thats like saying quest2 only works wired with the official cable (which is not true). Type c to type a is easy peasy lemon squeezy.Probably not going to be compatible. Only the Nvidia 20 series non super cards got a usb c port with the bandwidth capable of doing VR. Unless Sony is using compression, which i’m seriously doubting. If it is compressing to hevc Sony would need to release pc software like oculus has for link/airlink.
VirtualLink - Wikipedia
en.m.wikipedia.org
Swivel chairs with no arm rests or stools with with wheels are great options for long play session VR or just big open works type of games.I sit on a spinnable chair, turn 360 degrees with the stick (when possible) but smaller turns are done by ”walking” with my feet to rotate the chair. Doing something with the feet on the floor is important for me, it’s much worse when stuff is happening without me doing anything, I can get motion sick even from normal non-VR first person games.
Now that I dissect it, the biggest problem for me with PSVR2 could potentially be the couch. Can’t rotate the couch lol
Type c by itself doesn’t have the necessary bandwidth to deliver high resolution plus high refresh rate without compressing to h.264 or hevc video. It’s most definitely not easy.Its a cable. Thats like saying quest2 only works wired with the official cable (which is not true). Type c to type a is easy peasy lemon squeezy.
It’s a cable, yeah, like wired controllers. Why do we use wireless controllers again?Its a cable. Thats like saying quest2 only works wired with the official cable (which is not true). Type c to type a is easy peasy lemon squeezy.
No, they're more "nice to have".
It's nice to have a Switch OLED, but the OG is still great.
It's nice to have HDR, but SDR is still terrific. Especially in VR, where external light is blocked out of the HMD.
It's nice to have 110 FOV, but the PSVR2 trades radian clarity for it. In VR, at resolutions this close to your face, radian clarity will still be king for years.
PSVR2 is a great piece of kit. I'll probably get one for Sony's exclusives alone, and enjoy the heck out of it. But - apart from the HDR OLED - it's on par with the current PCVR HMDs. That's still great, and PlayStation fans are potentially in for a real treat. But, Sony haven't flipped the tea table, they haven't delivered a mic drop. They're one step above on a couple of points, on par in many more points, and behind in one or two. That's the reality.
45K PPR, HDR OLED, Wireless, fully PC compatible, all for USD$400.00. That would've been a mic drop. As it is, PSVR2 still sounds really great. Can't wait to try it out.
Sure, but not sure how that is relevant?PS4 VS PS5 is significant
Must be a copium shortage.You come across a little butt hurt about PSVR2 specs being vastly superior (IN MY OPINION) to your favorite headset, tbh. What do you care people think these specs are way better than Quest 2's? It's subjective. Let it go.
I don't see why not. It's certainly possible with additional accessory.But I hope they’ll release a solution later.