By using this site, you agree to our Privacy Policy and our Terms of Use. Close
SvennoJ said:
goopy20 said:
I'm betting it all has to do with VR. The ps4 VR runs at 1920x1080 resolution but it's split between two eyes. If you want a decent VR experience, that resolution is a bit on the low side. Of course the ps4.5 won't run all games at 4k resolution but I'm guessing it will be able to run the VR games at 1920x1080 per eye.

A lot of people will probably not care about VR and I was a bit skeptical about it myself. However, after trying the Gear VR on my Samsung S7 I completely changed my mind. Even on a phone something like Dreadhalls is the scariest experience I ever had while playing a video game and it's freakin awesome! It's no wonder that Sony wants to compete with the Oculus Rift and Vive who both run at a much higher resolution than the normal PS4 VR.

And downscale it to the combined 1920x1080p VR headset, what would be the point of that?
Or are you expecting a new VR headset already while the first one hasn't even launched yet?
You think the ps4k will be rendering VR games at 1.6x the resolution of OR and HTC Vice?


The reasons behind PS4K:
4K UHD playback
HDMI 2.0a / HDCP 2.2 / AACS 2.0
H.265 / HEVC decoder
1 tb hdd to promote more digital downloads
5ghz wifi to promote more digital downloads, perhaps 1080p in home streaming.
Dedicated VR port to bundle with headset for a reasonable price (eliminating the external box)

Plenty reasons without upsetting developers and profit margins with more powerful hardware.
An off the shelf BDXL drive is already capable to read 4K UHD discs, it just needs hardware level DRM AACS 2.0 to read the discs. 4K UHD discs are old tech, the problem was waiting for all the specifications and DRM to be in place. Easy to add now. The rest is all pretty trivial to update. Designing and producing a new balanced APU is not however.


Oh and OR and Vive actually run at slightly lower subpixel resolution than PSVR, PSVR has 960x1080 per eye RGB display.
OR and Vive have 1280x1200 per eye pentile display, meaning there's only half the red and blue pixels compared to green.
red and blue resolution is 1280x600 or 960x1200. (it depends on the actual pattern but sums up to RGBG instead of RGBRGB)
In actual luminance render resolution the difference is comparable to 900p vs 1080p, yet when it comes to color the situation is almost reversed.

There is no need to upgrade to compete, different market with the fixed hardware and framerate doubling being PSVR's biggest advantage.

It maybe runs at a lower resolution but also on a lower framerate on most titles. 60fps is the minimum requirement to not feel any motionsickes. If you want to have VR games who look more than just Indies then you will need a lot more horse power. And i dont think people want to invest 400$ on a VR helmet that is forever bottlenecked by weak hardware.