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Pemalite said:
SvennoJ said:

Vive 1080x1200 per eye, Pentile, 1,296,000 pixels 2,592,000 sub pixels per eye, 110 degrees fov, 22ms latency, 90hz
PSVR 960x1080 per eye, RGB, 1,036,800 pixels 3,110,400 sub pixels per eye, 100 degrees fov, 18ms latency, supports 60 (reprojected to 120), 90 and 120hz
Seems very much in the same ballpark.

"Reprojection" isn't a magic bullet. The reason for it's entire existence is because the Playstation's hardware is extremely limited, which is the same reason checkerboard exists.

It's a similar premise to the "motion" technology that many TV's have, where "fake" frames are inserted between two frames to simulate a higher framerate... And let's be honest, in person it's always looked a little "off".

PC VR is the place to be, you can have all the graphics effects dialed up to 11, you can downsample, you have the best anti-aliasing possible and you are not restricted to any framerates...
PSVR is no where near being in the same ballpark. It's good, but it's not the best.

The PC is also likely to have the most VR-supported games, thanks to modders and patches costing devs nothing

As far as I understand it, it's a lot more simple than "motion flow" and the like. psvr is simply shifting the image a bit based on the latest headtracking information. Everything still moves at 60fps, yet headtracking positioning is corrected at 120hz to help combat motion sickness. I don't know whether they render a slightly bigger frame or smudge out the edges, need to see it in person.
No clue if it will look a little "off", I never use motion flow, 24p mode for me :) Yet when you turn your head you want the screen to stay stable, so 120hz is best I would imagine. PSVR can do native 90hz too btw.

PC VR is restricted to 90hz (for now), perhaps ps4 pro can do native 120hz in some games. But sure, you can add as much rendering grunt as you want on PC and downsample from 5210x2160, although tough to render that at locked 90fps.

The place where they are really not in the same ballpark is store presence and price. I checked for Canada, an OR setup from scratch will cost you CAD 2500 and up. (And that's not one you'll be supersampling with nor use ultra settings) While the most expensive psvr combo will cost you CAD 1200 or get started at CAD 1000 for ps4 base + headset + camera. (No HTC Vive announced yet here, Amazon.ca offers it for CAD 1700)
(If you already have a capable PC or ps4, it's CAD 850 vs CAD 550/700)

I don't expect either to sell a lot at those prices.

PC will have the most supported games, yet there's a difference between patched or modded VR capabilities and designed for VR. DriveClub is touted as the best VR racing experience yet, a lot of effort went into retooling the game for VR. Sony seems interested for now to nudge developers into designing specific VR experiences, but there's always the risk they'll lose interest again like with 3D and Move. (Although VR is bringing those back)

http://www.theverge.com/2016/9/16/12939356/driveclub-vr-preview-tgs-2016
And while competing VR racing games on PC do have an edge in terms of absolute resolution and detail, PS VR's RGB-stripe display means Driveclub VR has an overall cleaner appearance than racing games I've played on the Vive and Rift.
It's a trade off. There is no ultimate VR experience yet, way too early.