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Bofferbrauer said:
Tachikoma said:

Full of shit, if he actually knew anything about development, or spent 5 minutes looking at any of the past 3 PS4 sdk's he would see how easy adding support for the device actually is.

Apply second camera element to screen, each camera is rendering half the overall resolution of the screen, all game-size geometry, physics, AI etc remains the same, the "50% hit" comment is a dead giveaway, the hit is around 10%-20% depending on game, and that's only because you have to render a wider FOV and geometry clipping is less aggressive because you are essentially viewing from two points at once.

While it is possible to do so, halving the resolution for each eye is very noticable on a VR Device, at least it was on Oculus Rift when we tested it. So this dev is probably just not willing to go this route and have a full resolution for each eye, in which case the 50% hit is actually true.

And he's probably also right about the fact that relatively few people will buy Morpheus due to it's price. What I can't vouch is his point about the additional costs, but that might also be dependent of the size of the studio.

i dont think you quite get what i was saying.

If a games native res is 1080p, each eye only sees 960x1080, so the render output for each of the two viewports is half of what a games normal output would be.