By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Sony - Sony Clarifies What Playstation VR's Breakout Box Does.

It is impossible to determine what the fidelity is going to be as of right now.

We know when we look at games like London Heist and Rigs, they look really fucking great. Way better than any ps3 game ever.

I actually thought that Rigs looked ATLEAST as good as Halo 5 multiplayer. They definetly use a lot of the same rendering tech.



Around the Network

We'll see what has to be cut when DriveClub VR version gets released. Initial impressions only reported a few small cut backs, still far above ps3 level visuals. Of course you also have to remember that you're essentially going back to 480p in VR. 960x1080 per eye with 100 degree fov, lower pixel density, lower detail levels needed.

I wonder what the output of that splitter box will look like on tv. Does it cram the whole 100 degrees on there or show a low res blow up of the middle 30 degrees.



zero129 said:

I thought it was 1080P per eye??.

And id also imagine that more then "a few" cuts where made to Drive Club to get it to play. That or its using fake 3D or something.

I mean the main game runs at 1080@30FPS. This now has to run at 1080@90FPS O_O .

 

No its 1080p in total. Its not like they have to render twice the resoloution aswell as twice the polygons/shaders. There are also some shader things that wont need 2 times the rendering because they might just be able to copy it to the other one because it would be the same result. 

There are propably also a lot of other tricks they can use to get the game running higher fps like the Asynchronous timewarp that allows the game to make an inbetween frame based on the previous and next frame as it uses the movement of the head to accurately warp the image using the z-buffer.



zero129 said:
This has me worried, yes the PSVR will do VR games @90FPS.. but will we get games that look like Uncharted 4? or Killzone Shadowfall? or even Ark? looking good in VR??. I just cant warp my head around how games like that will be possible on this device without big cuts to their graphics.

PSVR can reproject 60fps games to 120hz So if you look at current gen 1080p 60fps games like MGSV and TLOU:R, Metro Last Light, Starwars Battlefront this is maybe what we could expect (probably a little less since it needs to be completely locked 60 with no drops) although some games may opt for a pure 90fps or 120fps without reprojection, those ones will probably look like ass.



zero129 said:

I thought it was 1080P per eye??.

And id also imagine that more then "a few" cuts where made to Drive Club to get it to play. That or its using fake 3D or something.

I mean the main game runs at 1080@30FPS. This now has to run at 1080@90FPS O_O .

 

The biggest change when making Driveclub work in VR is the total cars on track drops from 12 to 8.

On top of that, there are a few less track side objects and I think it only has clear weather.  But other than that the graphics are largely intact from what I've seen and read.



Bet with Adamblaziken:

I bet that on launch the Nintendo Switch will have no built in in-game voice chat. He bets that it will. The winner gets six months of avatar control over the other user.

Around the Network
Chevinator123 said:
zero129 said:
This has me worried, yes the PSVR will do VR games @90FPS.. but will we get games that look like Uncharted 4? or Killzone Shadowfall? or even Ark? looking good in VR??. I just cant warp my head around how games like that will be possible on this device without big cuts to their graphics.

PSVR can reproject 60fps games to 120hz So if you look at current gen 1080p 60fps games like MGSV and TLOU:R, Metro Last Light, Starwars Battlefront this is maybe what we could expect (probably a little less since it needs to be completely locked 60 with no drops) although some games may opt for a pure 90fps or 120fps without reprojection, those ones will probably look like ass.

 

I don't think so, I think most of the more basic indie games could be made to run at 90 or 120 fps without any real trouble.

 

Games like Race the Sun, or even Amplitude should run at those frame rates with the proper optimization.



Bet with Adamblaziken:

I bet that on launch the Nintendo Switch will have no built in in-game voice chat. He bets that it will. The winner gets six months of avatar control over the other user.

BraLoD said:
QUAKECore89 said:

I always want Cute consoles like i recently got PSOne new in box.

PSOne is the best console ever, lucky you!



zero129 said:

I thought it was 1080P per eye??.

And id also imagine that more then "a few" cuts where made to Drive Club to get it to play. That or its using fake 3D or something.

I mean the main game runs at 1080@30FPS. This now has to run at 1080@90FPS O_O .

 

A few cuts and a few tricks.

The prototype runs at 60fps and features a BAC Mono running a circuit race around one of the base game's India tracks. Evolution's Paul Rustchynsky explained that some optimisation has been made to get DriveClub running at 60fps - in contrast to the 30fps the base game runs at - with the car count being reduced from 12 to eight competitors, and with some trackside detail and the nuances of the weather and cloud system being dialled back. The rear-view mirrors were also disabled, though that's something that Evolution would like to address before any final release.

Following a single race, I'm pleased to say that it works, and it works well. VR's always been a good fit for racing games, and DriveClub only proves that. Being able to look to apex gives an extra layer of fidelity, and when matched with a good steering wheel - in this case Thrustmaster's T300 - it's one of the most authentic VR experiences you can get. The visual fidelity of DriveClub is largely intact, too - it's a little more sparse, but not distractingly so, and Evolution has been able to hit 60fps without the resolution taking a dive.

  • DriveClub is rendering at a smooth 60fps, but the output is essentially 'upscaled' to 120fps on transmission to the VR headset. Those additional, interpolated frames are calculated based on updated sensor information supplied by the PlayStation VR headset. In effect, the game itself is running at 60fps, but the sense of movement and response looks and feels twice as smooth.
  • It's a technique used by all the major VR solutions, where it's commonly referred to as 'asynchronous time-warp'. In fact, applying reprojection to all frames - not just the interpolated ones - is common too, as it ensures that the very latest positional tracking data is applied to every image beamed to the headset.

    http://www.eurogamer.net/articles/2015-10-28-driveclub-debuts-on-playstation-vr-and-its-mightily-impressive


the-pi-guy said:

The PSVR is a single 5.7" 1080p screen @ 120 Hz.  

Games can run:

60 fps, which get reprojected to 120 fps.  (think translated to 120 fps)

90 fps.

120 fps.  There are some games running at native 120 fps, that still look pretty good.  

There are also native 120fps @ 1080p + 30fps tv screen (unknown res) games. That playroom demo with the dinosaur destroying the city was that.