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PlayStation VR


rubberducker
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Ah right Ok, I was assuming that demo disk was psworlds. Well maybe I'll hold off on buying two controllers and a camera for now until I can weight up the price vs whatever bundles get announced over here. 

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7 minutes ago, Max Damage said:

 

I would also like to know how stereoscopic 3D is handled if at all.

 

Stereoscopic 3D just involves rendering the game image twice, one viewpoint slightly to the right of the other one. Then you just have to get the two images to the eyes separately, either through coloured glasses, polarised glasses, shutter glasses or having a separate screen for each eye as VR goggles do.

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1 minute ago, Alex W. said:

 

Stereoscopic 3D just involves rendering the game image twice, one viewpoint slightly to the right of the other one. Then you just have to get the two images to the eyes separately, either through coloured glasses, polarised glasses, shutter glasses or having a separate screen for each eye as VR goggles do.

 

Yes, yes, yes, I know how 3D works bro. I can't imagine the Playstation VR games are rendering two seperate images and maintaining 60fps as well but then my brain gets confused as surely having a seperate screen for each eye would surely mean 3D is a given? I have a crappy Google cardboard thing and some apps were 3D and some apps weren't 3D, so now I'm even more confused :facepalm:

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12 minutes ago, rafaqat said:

 

So how do you move around in the games?

 

 

Using just a Dualshock controller for those games I suppose. Nav doesn't have a positional tracker, right? So you'd only have one either way. 

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11 minutes ago, rafaqat said:

 

So how do you move around in the games?

 

 

Teleportation. On-rails. Shrinking or Growing into new environments. 

 

The traditional method of moving about via thumbsticks doesn't really work with VR anyway.

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That Giantbomb: Unfinished looks great initially but I did notice the on-screen wand/sword moves around real janky and glitchy, would that be because the move controller is old tech? I'm still getting tech demo/fun for 5mins feeling from that game though, still want to see a game that looks like it can be fun for 1-2hrs a session.

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1 hour ago, Max Damage said:

 

Yes, yes, yes, I know how 3D works bro. I can't imagine the Playstation VR games are rendering two seperate images and maintaining 60fps as well but then my brain gets confused as surely having a seperate screen for each eye would surely mean 3D is a given? I have a crappy Google cardboard thing and some apps were 3D and some apps weren't 3D, so now I'm even more confused :facepalm:

Thats how it works

 

look at whole screen and imagine it half and half , one half the left eye sees and one half the right eye sees. The PS4 outputs and image that displays a seperate image for each eye on each half of the screen ... and each are 960x1080

 

So in total it is still only rendering a 1080p image it just so happens to have two slightly different images on each half of the render.

 

example

 

Apollo-Oculus-Rift-Demo-4.jpg

 

The image looks distorted as your eye is so close and  the lenses in the headset do the work of making it look "normal"

 

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3 minutes ago, DocG said:

Bro do you even Magic Eye

 

Oh I miss magic eye. I've got two of the books at home my Grandad gave me when I was a kid. It was awsome.

 

He also had a Holmes Stereoscope:

 

1024px-Holmes_stereoscope.jpg

 

It was cool as fuck. Also the victorians were filthy. Loads of 3d porn.

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1 hour ago, DocG said:

I definitely believe Boozy would have posted this same content if it were Microsoft and not Sony releasing a VR headset!

\

875682_400x400.jpg

 

Hey, leave him be, he puts the effort in to provide edited lowlights of hilarious .gifs and .jpegs off GAF. It's a valuable service for the time-poor.

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2 hours ago, Alex W. said:

Microsoft can't launch a VR headset on the Xbox because their tracking camera costs over £100.

 

The Xbox Two or whatever it'll be called must be way off too. 

 

I suppose they get to wait and see whether there's actually an appetite for consumer VR beyond all the hype. 

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5 hours ago, Blu3Flame said:

 

Teleportation. On-rails. Shrinking or Growing into new environments. 

 

The traditional method of moving about via thumbsticks doesn't really work with VR anyway.

 

Why not? I've not actually tried one yet but what makes most sense me for playing most games is using a pad exactly the same way as I would now but with the extra freedom to look about. Now using a thumbstick for movement isn't really any more natural than moving my head forward a bit but i've had a lot more experience using the thumbstick for that kind of motion and my thumb generally isn't something associated with moving about while moving my head is. Forcing my head to make movements in game in a different way than I do in real life is just going to be grating to me and seems to restrict the experience when it should be adding to it. The same can be said for these instances of trying to move around a virtual environment in a space that isn't and can't be designed to accommodate it. Unless it's augmented reality (which is really a different thing) it's just going to serve to break any immersion more than service it and I can't help but think it's a massive red herring that is mostly there to sell hardware that isn't going to really add much to the experience for the majority of applications.

 

Watching that Golem video for instance, I can't help but think all the way through that the experience would just be better with a pad.

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Because it makes you feel. Sick when your subconscious thinks what you're seeing is real. 

 

That's how strong the effect is.  Turning my center point with the right stick on a controller made me feel like I was on a fast-turning roundabout. No lie. It's horrible. 

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