Forums - Gaming Discussion - HTC VR announcements CES 2019 - Vive Pro Eye, Vive Cosmos

JRPGfan said:

Foveated rendering is gonna be huge..... it greatly reduces how demanding VR is.

What benefits the most from something like this?
A console.

Hopefully PSVR 2 has this feature.

 

Has Vive Said anything about the price for this?

I think chances are good that PSVR 2 will have it.  

 

HTC has yet to announce price, but it's pretty clear it is aimed towards Pro/Enterprise market.  Will definitely be $800+.  

But still exciting, we will start to see this kind of technology in other headsets (cheaper headsets) .



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I wonder if setups like Gear and Daydream will be able employ eye tracking and/or FovR in the near future. They already have front facing cameras that might work for it.

Last edited by TallSilhouette - on 08 January 2019

SvennoJ said:
TallSilhouette said:
Looking forward to eye tracking. Could be a big step in convenience and interaction. Hope it delivers here.

It can do wonders for interaction as well, however the most important feature is foveated rendering. The higher the max resolution of the headset the bigger the savings become from foveated rendering. An 8K90 VR headset could cost lest resources than a 4K60 game on a screen if eye tracking and foveated rendering work well.

I'm glad to see high speed eye tracking being offered in 2019, gives me hope for it to be included in psvr 2 when it comes out.

If it's not ready for psvr 2 by 2020 ps5 launch then they should hold off a year until 2021. The psvr needs tangible upgrades not token gestures. 



Kerotan said:

If it's not ready for psvr 2 by 2020 ps5 launch then they should hold off a year until 2021. The psvr needs tangible upgrades not token gestures. 

If I were Sony I wouldn't release two big ticket items in the same year anyway. PS5 in 2020, VR2 in '21 or 2, possibly a 5 Pro in '23 or 4.



Interesting, but I'd like to hear more about what else it'll be doing, as well as price.

Still, this should be more about the headset itself, rather than another PSVR thread. (We seem to do this every time we mention a new GPU/CPU on here) 

Last edited by Chazore - on 08 January 2019

                                       

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Chazore said:

Interesting, but I'd like to hear more about what else it'll be doing, as well as price.

Still, this should be more about the headset itself, rather than another PSVR thread. (We seem to do this every time we mention a new GPU/CPU on here) 

Well, it seems to be a normal Vive pro with some little improvements here and there. I imagine they can maximize the pros clarity by enabling ludicrous amounts of super sampling in the fovea spot (like 300%+), but other than that it's a pretty known quality by now.

The normal pro costs $800 (headset only), hopefully this one comes in below $1500.

SvennoJ said:
Lafiel said:

Yea, eye tracked foveated rendering (ETFR) would be an extremely good tool in a console environment and I personally hope that is Sony's focus over wireless VR implementation. The reason why I think these techs are not really compatible at this point is the extremely low latency (<2ms) and super high bandwith needed for ETFR to realiably send back and forth the gigantic amount of tracking data (especially if they include 4+ cam inside-out tracking, which is my guess) aswell as the video/audio streams, which I think wireless connections aren't ready to handle. Maybe some sort of laser connection can do it in the future.

The headset will need some processing build in for eye tracking and inside out tracking. That way it can reduce the data to a simple x,y,z + yaw,roll,pitch vector with x,y for eye position. It would be a waste of bandwidth to send all that video data to the console to be analyzed. The last second reprojection can also be done by the headset to remove any lag with head tracking. Then the headset can double the frame rate locally.

Wireless also has the problem of power supply. Batteries add weight, which adds discomfort or hassle by having to carry the battery pack on your body. Plus it adds costs as you still need to transmit at least a 1080p60 stream to the headset, likely 4K60 next gen, while compression and wireless transmission adds extra lag plus compression artifacts are more visible when blown up to 100 degrees fov. 1080p60 8 bit is already 2.8 Gbps of uncompressed data.

You can always offer both or a wireless add on, like a replacement cable with small battery pack to be carried on your body.

Hm, good idea, but a bit pricy to realize. Maybe Sony will release PSVR2 as a wired headset, but with the connector cable being able to be popped out at the HMD (would good to make that one replaceable anyway). And then 1-2y later they could release a (pretty pricy) wireless upgrade box that connects there and has the necessary processing power + batteries as well as the antenna. That would mean the PS5 would still need to reserve the processing overhead to do all those calculations itself for the wired users, but I still think that is a good way to offer wireless for the enthusiasts while keeping price in check for the base unit.

Last edited by Lafiel - on 09 January 2019

I wonder at this point if VR wouldn't work better in a helmet. You'd have more space to put components and you could space them out more. It would probably be more comfortable due to better weight distribution as well.



WolfpackN64 said:
I wonder at this point if VR wouldn't work better in a helmet. You'd have more space to put components and you could space them out more. It would probably be more comfortable due to better weight distribution as well.

I don't think a helmet sounds appealing. This would have additional weight, additional costs for materials and also increase the temperature inside the helmet. 

The design as it is now is already good.



Intel Core i7 8700K | 32 GB DDR 4 PC 3200 | ROG STRIX Z370-F Gaming | Nvidia RTX 2080 Ti 11GB VRAM | Asus PG27UQ gaming on 3840 x 2160 @120 Hz GSYNC HDR| HTC Vive Pro :3

Reached PC master race level.

Peh said:
WolfpackN64 said:
I wonder at this point if VR wouldn't work better in a helmet. You'd have more space to put components and you could space them out more. It would probably be more comfortable due to better weight distribution as well.

I don't think a helmet sounds appealing. This would have additional weight, additional costs for materials and also increase the temperature inside the helmet. 

The design as it is now is already good.

You would have better weight distribution though, and there are ways to ventilate such a device.



It looks like Pimax's promised eyetracking module (in the Kickstarter campaign - backers will receive it for free) is "rdy" aswell. That one is just going to be clipped into the soon releasing Pimax 5k+, 8k and 5k Business Edition headsets. Sebastian of MRTV could try it in a short mini-game in this vid (horrible german accent warning), but it's unclear whether or not the module  supports foveated rendering (which was promised during the campaign). The company behind that module is 7invensun, which I've never heard of.