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[DT] PS4 More Efficient Than PCs At Running Virtual Reality - Page 4

post #31 of 99
Quote:
Originally Posted by Fifth Horseman View Post

Maybe they are telling the truth, but I would find it hard to believe that they can run at those rates given that the current system still struggles to run things at 1080p 60fps. If it is true you have to wonder what kind experience you will get. What will they sacrifice? draw distance? textures? standard graphics effects we have had for years? Plenty of remake games have come out with "HD" textures and updates, but in the end while they do look good enough to play they are very lacking compared to their current counter parts.(Resident evil 4 HD), (tales of zestiria), (lightning returns) to name a few.

Have a look at upcoming VR games for PS4. Polygon count is PS3 level.
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post #32 of 99
Quote:
Originally Posted by ZealotKi11er View Post

Have a look at upcoming VR games for PS4. Polygon count is PS3 level.

I mean i guess if that's the experience they think people want. I've been used to a gaming experience superior to the ps4/xbox1 for so long it is very difficult to go back. Only a very good story will get me to regress. But the difference with VR is it is supposed to be about immersion not necessarily story. If your virtual world does not look in the slightest realistic you have failed. It is not a reality then.
post #33 of 99
Quote:
Originally Posted by Fifth Horseman View Post

I mean i guess if that's the experience they think people want. I've been used to a gaming experience superior to the ps4/xbox1 for so long it is very difficult to go back. Only a very good story will get me to regress. But the difference with VR is it is supposed to be about immersion not necessarily story. If your virtual world does not look in the slightest realistic you have failed. It is not a reality then.

It does not have to be realistic to be immersive. Some of the most immersive games I have played where not realistic looking. But the whole look and feel pulled you in. In hindsight some of the most realistic looking games I have been played have been totally not immersive at all.
 
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post #34 of 99
More great marketing by Sony.. rolleyes.gif

So there it is folks, those of you with 5 year old GPU's and a tablet CPU aren't going to get the same performance as a PS4. In other news, Water is wet. wave2.gif We all know that people dropping $600 and $800 on the Rift and Vive are all going to ignore the minimum requirements, and will all have potato PC's.. /s

"For example, the draw calls on the PS4 are faster than with dx11 which is something that a lot of people don't realize,” Convenient he chooses to ignore DX12 and Vulkan.. rolleyes.gif Not to mention completely ignoring the fact that a GTX 970 is required, not a 5 year old card. So "efficiency" doesn't mean a damn thing if we're talking about raw performance, the PS4 is going to get demolished performance wise no matter what.

Something some posters are missing is the fact that the Vive and Rift have set a hardware standard, that's a huge deal. Developers know that every Rift/Vive owner will have at least a 970, so the optimization is going to be far far higher than what we're used to seeing.

So saying "A 970 struggles with some titles at 1080p/60, so how will it run VR at 90" is apples and oranges.
post #35 of 99
Thats a bit oxy. Ps4 is basically a amd apu pc.

Only real difference is that you are closer to the metal then what windoze offers. Linux boxes might change this
post #36 of 99
Is everyone missing the word effiecient?
post #37 of 99
Quote:
Originally Posted by TopicClocker View Post

The PlayStation 4 and PlayStation VR use Re-projection, this is Sony's ace up their sleeve in the VR Game.
The developers can have a frame-rate target of 60 fps instead of 120 fps, this is then reprojected to 120 fps.

This greatly reduces the hardware demand as they would need to push twice the frame-rate if they didn't have Re-projection.
Because of this, the hardware demands for VR on the PlayStation 4 are significantly lower than that of a PC.

PC VR headsets such as the Oculus Rift and HTC Vive have a refresh rate of 90Hz, you would want to run VR games close to the refresh rate of the display, or possibly 75Hz.

Alongside that the PC VR headsets such as the Oculus Rift and the HTC Vive have higher resolution displays than the PlayStation VR, however the PlayStation VR has a higher refresh rate of 120HZ, compared to the 90Hz displays of the Oculus Rift and the HTC Vive.

So with PC VR, not only do you have to run games at a higher resolution, but you also have to run them at a higher frame-rate than the PlayStation 4, making the hardware demands significantly higher.

Until re-projection is used on PC VR, or an alternative to save computational power, this will always be the case.

TLDR: Sony are cheating to get 120 fps, while on PC you need the horse power to get there. I'm joking, but re-projection is one hell of an advantage!

I really hope it is possible to use the PlayStation VR on PC, whether it is official support from Sony, which I highly doubt, or unofficial support by the use of software modifications.

I can imagine it being quite a task to get it working properly though. The software for it would probably have to be built from scratch to support it's features such as head tracking.

Why can't re-projection be used with PC?
post #38 of 99
I still don't get the VR part. Do you see the image like its actually around you or just in front of you? For it to be Virtual REALITY, the resolution alone should be 8K+!
post #39 of 99
Quote:
Originally Posted by MonarchX View Post

Why can't re-projection be used with PC?

The refresh rate of the screens are the limiting factor, but there is nothing in the way of it being used on the PC. But I'm not so sure re-projection is a good thing, the tech has been available for ages and ages, it's that garbage everyone turns off on their TV's.. tongue.gif It's just adding fake frames, and the really good versions of it predict what's happening, but how they're going to do that in a interactive medium i have no idea. I also don't really see the point of it, nausea is tied to latency, re-projection won't overcome low "real" framerate.

Quote:
Originally Posted by MonarchX View Post

I still don't get the VR part. Do you see the image like its actually around you or just in front of you? For it to be Virtual REALITY, the resolution alone should be 8K+!

The "around" you part is tied to the FOV of the displays, the Rift/Vive offer 110 degrees of view, while PSVR offers 100 degrees i believe. Something like StarVR offers a far larger FOV. But obviously you can look all around you because you are in a virtual space, so all of them should be good enough to give you the illusion of really being there. 8k? See you in 2025 for $1000.. tongue.gif
post #40 of 99
Quote:
Originally Posted by MonarchX View Post

I still don't get the VR part. Do you see the image like its actually around you or just in front of you? For it to be Virtual REALITY, the resolution alone should be 8K+!

8K is not needed, the issue is not with the pixel density (higher pixel density probably makes the problem worse) but with the spacing between pixels that cause the window screen effect.

Also isn't the PSVR half a 1080p screen per eye?
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