Fei-Hung said:
Yes, the resolution. Wonder what they will go with since the last one was 2x720p. Peripheral vision your right about, similar to playing racing games like GTS where you could look around, or even Star Wars Squadrons, but as we know both games work really well without VR too and still remain mainly non VR games. Which is why I think although it may be better with VR, don't mean it won't be great without it, it will simply lack that added depth. Games like Moss and Astrobot simply wouldn't work without VR and would need to be redesigned. As always not everything worked be possible to translate over. |
"The most concrete info we have on what PSVR 2 could be capable of comes from JDI’s announcement of its 3.2-inch display with 1,001ppi and 2160 x 2432 resolution.
JDI claims that this display will reduce latency to 2.2msec (compared to >18msec today), allow for 120Hz (same as the PSVR 1), and demand less processing power to achieve better image quality—potentially unlocking a lighter, smaller design for the headset."
https://www.techradar.com/news/playstation-vr-2-release-date-price-news-and-rumors
The last one had a single 5.7" 1080p screen, 960x1080 per eye. The question is will PSVR2 use a split screen design again or go for one screen per eye, 2432x2160 per eye or 1216x2160 per eye. Both a big upgrade, however no more OLED (JDI is a LCD manufacturer)
PSVR 2 is also said to have 220 degree fov instead of 110. Which kinda requires the dual screen setup or otherwise there would hardly be any perceived increase in resolution while doubling the fov. But as with PSVR the perceived density will be much higher in the middle than on the edges due to the lens, and also since your own eyes only perceive a tenth of the resolution they do in the center.
Btw Peripheral vision isn't just for better immersion and awareness, it's hard wired into out brain to alert us to movement in our peripheral vision to draw your attention to potential threats. That's a huge difference compared to pancake games and is what makes Rush of Blood's enemy placement playable in VR. On a screen you need all kinds of tricks to grab the players attention including those directional flashes at the edge of the screen. Rail shooters in VR can literally open up the 'tunnel' and have threats popping up on all sides. Plus you can also shoot in independent directions with 2 motion controllers.
GTS currently relies on 'radar' to show the position of cars beside you. In VR you don't need that extra screen since your peripheral vision keeps you updated to movement on things beside / near you. Actually peripheral vision already works on the screen as well with the big rear view mirror. Any suspicious movement there draws you attention to it to avoid 'missiles' from behind. (No clue how people can survive without the rear view mirror in other modes) In VR you have that for all around you, 100 degree alertness to either side, plus the rear view mirror for what comes up from behind. The current radar is a necessary patch job, but it has its limitations. It doesn't show you what's out of range of the radar and you have to take your eyes off the road to look at it. I've gone through many corners just looking at the radar, top down view racing, as the front view isn't good enough to drive side by side in traffic through a corner. It works, but might as well ditch the graphics and steer little arrows around a map :)