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 PlayStation VR™ Community Official Thread | V1, PlayStation VR2™ Revealed!

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stringfellow
post Oct 25 2016, 02:49 AM

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Didn't realize Eagle Flight is already out on Oculus Rift store. Thought this was simultaneous release with Vive and PSVR.

Looks like I'll be spending more time with the Rift now.
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http://www.kotaku.com.au/2016/10/eagle-fli...was-hoping-for/
http://www.roadtovr.com/eagle-flight-revie...ve-oculus-rift/



This post has been edited by stringfellow: Oct 25 2016, 03:06 AM
stringfellow
post Oct 25 2016, 12:44 PM

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My First flight on Eagle Flight VR.



Shouldn't be a problem with PSVR since the majority of the flight mechanisms is handled by the headset tracking. What's gonna be troubling later for PSVR if control sensitivity, especially during tilts and turns and the jitters aren't fixed and you'll be smacking into walls. The environments are tight once you get into the lower grounds and tunnels, during the first flight intro, one of the turn is pretty tight and movement of headset is substantial. If PSVR problematic small sensor area interferes with this, your eagle will fly its last heading and if that heading happens to be a wall...... tongue.gif
stringfellow
post Oct 27 2016, 11:33 AM

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You don't need 4K resolution to have good looking VR. PSVR, like Vive and Rift is just a screen for you watch content on. In fact PSVR the advantage over Vive or Rift because it's pixel array is non-pentile. Pentile arrangements on Rift and Vive makes the pixels (and the spaces between them) visible. The problem with PSVR is the resolution rendered to display on its screen is low, making the flaws visibly obvious. PSVR renders at 960x1080 per eye, making it 1920x1080 Full HD effective, but internally, PS4 is having a hard time rendering any game (even traditional non-VR games) at 1080p. It's especially obvious for VR games, since to render it at PSVR's 120fps VR standard, you need to lower the resolution rendered internally by the PS4 low enough to get that framerate. That's why everything looks so low-res.

PC VR systems (Vive, Rift) have the option of internally rendering it at higher settings because PC hardware is variable and can be scaled up. PS4 hardware is the same across the board, the PS4 Pro may alleviate this, it may not. PSVR owners without PS4 Pro will always feel the pinch if and when devs offer higher res option in the game option, and Sony does not want that, to "jaga hati" original PS4 owners from feeling so bad.
stringfellow
post Oct 27 2016, 12:15 PM

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Did he revised his statement after that 3 years have passed since that article? Coz he's talking about Oculus DK1/2 there, isntead of the finish Rift product.

Because the VR headset is strapped so close to your head, close scrutiny will always gonna reveal the imperfections of VR. It's a matter of providing enough fidelity/image quality to fool the user to think he's in that experience. One huge requirement is latency/smoothness in VR, 90fps on Vive/Rift, 120Hz onPSVR. On fixed hardware like PS4, to get high framerates, you lower image quality and/or resolution. How low do you go before people aren't immersed anymore? hmm.gif A bigger question is, on fixed hardware like PS4, how low a graphical settings do you go (to maintain VR latency) to render at a higher resolution, before the image quality gets too crippled/horrible and breaks VR immersion?

There's a reason why games like Thumper and Rez Infinite works successfully on VR, it's easier to render wireframes without shading them, and it's easier to render less mobile objects moving in set rails than rendering full fidelity virtual cars in DriveClub VR.

stringfellow
post Oct 28 2016, 02:48 AM

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Tried running PSVR off my PC rig with GTX1080. Nothing that the GPU can do, canm clean up the subpixel mess of the PSVR. Even supersampling can only do so much, the image still look "grainy". Ran MKXL on Cinematic mode on PS4, then switched to MKXL on PC, it flipped between 1080p and 720p for some reason, and no amount of AA or supersampling can clean that up. Gave up on that.

It is what it is, and for the price, you get what you pay for I guess. And the drift and constant resetting the PSVR to what's "the forward" and then after a match on MKXL, I find that I was already facing 30 degrees to the left. Very annoying.
stringfellow
post Oct 29 2016, 09:26 PM

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I got RM100 PSN MY credit for sale for RM90. I don't have a MY PSN account.

» Click to show Spoiler - click again to hide... «

stringfellow
post Oct 30 2016, 01:36 PM

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QUOTE(allvin @ Oct 30 2016, 02:48 AM)
Try battlezone and EVE.

Seriously thought, EVE would have been better if they take their time to code better, make the cockpit looks better but using better bit texture while rest of the stuff using low res texture. It makes sense to think that cockpit is nearest to you (better graphic) while enemy space ship looks muddy because it's so much further way. I bet mostly they direct port from their PC version. If let game system low res, everything low res.

Battlezone is really more immersive. Cockpit so clear.

Somehow if the game using cell-shaded texture, the game looks better. If using realism texture, really looks muddy.
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I bet you say that to make yourself feel better. Coz if it's running the PC version, everything is pin sharp. I have that very same version for free on my Rift. I bet that the PS4 version suffers this muddy smeared oil treatment because the PS4 GPU horsepower couldn't handle texture details and geometry because it's below the PC hardware requirement for VR. Something's gotta give. The PS4 cant even do Multi-res shading, that would help immensely with performance, it does what you described earlier with the "cockpit looking better, the rest look lower res" thing.

The problem with the PS4 version is that the game is rendered in such low resolution and low detail, to maintain higher framerate, but jaggies were plainly visible at low resolution and low detail that, some form of aggresive anti-aliasing is "smeared" on top of the game itself, making it look like that, like it's swimming inside oil, in an attempt to make the image quality "look better". The devs were hoping that with you moving so much during the game, that you'd forgive the "smeared oil" look, and let the game's visually kinetic motion attempt to immerse you.
stringfellow
post Nov 2 2016, 03:21 AM

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The Last of Us just got updated to version 1.0.7.

The game supports HDR. The pain in the ass is, the PSVR processor box does not support HDR passthrough: you can either play in HDR or play in VR.

What's even more "meh!" is the fact that Sony's implementation of HDR does not passthrough my AVR when my AVR (Denon AVR-X2200W) clearly supports HDR passthrough. Now I had to unhook everything and rearrange the HDMI cables to connect straight to my 4KTV, and pull another optical cable into the AVR to get surround sound.

So it's either I leave the PSVR processor box connected to the PS4 and play SDR-only or pull the cable from the back of the AVR and connect to PS4 straight and grab an optical cable to play in surround and HDR.

What a bloody mess, Sony! Makes rethink about getting the PS4 Pro if the hoops I have to jump through are like these.

user posted image
user posted image

This post has been edited by stringfellow: Nov 2 2016, 03:24 AM
stringfellow
post Nov 2 2016, 02:07 PM

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My HDR capable TV was last year model, bought last year, and by this year, price would've dropped tremendously. Makes good investment too since there are no need to upgrade to enjoy 4K and HDR. JS8000 Samsung 4K TV.

Price range for HDR capable 4KTV models are RM6xxx upwards. You need to know where to look and what specs in the panel to look to make sure it supports the HDR format the PS4 uses.
stringfellow
post Nov 2 2016, 09:36 PM

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QUOTE(iGamer @ Nov 2 2016, 08:15 PM)
Just curious, how about 8k tv. I've read before that making 4K tv is actually the easier route for manufacturer than pushing other display fidelity, hence I would assume 8k tv isn't that difficult or costly to make, perhaps the manufacturer are saving it for the next wave so consumer will have upgrade again from 4K to 8k.  doh.gif
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If Sony themselves are struggling to make hardware to play your games in 4K cheap enough without people whining and complaining about price, what do you think the situation will be if they'd price an 8K TV and console hardware to push all 7680x4320 pixels? PCs already have such hardware but you need two of them running at the same time, and at USD1200 a piece. USD399 also people already complain expensive.......

Obligatory doh.gif
stringfellow
post Nov 9 2016, 08:08 PM

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QUOTE(stringfellow @ Oct 25 2016, 12:44 PM)
My First flight on Eagle Flight VR.



Shouldn't be a problem with PSVR since the majority of the flight mechanisms is handled by the headset tracking. What's gonna be troubling later for PSVR if control sensitivity, especially during tilts and turns and the jitters aren't fixed and you'll be smacking into walls. The environments are tight once you get into the lower grounds and tunnels, during the first flight intro, one of the turn is pretty tight and movement of headset is substantial. If PSVR problematic small sensor area interferes with this, your eagle will fly its last heading and if that heading happens to be a wall...... tongue.gif
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QUOTE(MattAces @ Nov 9 2016, 07:24 PM)
Everybody please go and buy Eagle Flight now.
Fantastic game. This is the most surprising game that doesn't give any nausea problems at all and the tracking is on point. The game looks surprisingly good too, not blurry at all and it has multiplayer.
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QUOTE(drunkonpiss @ Nov 9 2016, 07:26 PM)
is it just an Eagle simulator? Planning to get Robinson: The Journey though but if this game has more depth, then I'll get this instead.
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I have the distinct feeling of being ignored. Or blocked. *shrugs*
stringfellow
post Nov 9 2016, 08:28 PM

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QUOTE(drunkonpiss @ Nov 9 2016, 08:15 PM)
No, you're not biggrin.gif thanks for the quick review and thoughts about the game. I just don't have the luxury to back read much haha! Now i'm confused which game to get.  rclxub.gif
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QUOTE(r2t2 @ Nov 9 2016, 08:15 PM)
Hahaha ... no lah ... not all the posts here are replied.

Anyway, I thought that you first played Eagle Flight not on PSVR ... on your Vive or Rift; that's why we didn't say anything kua? (most of us here are peasant consolers with PSVR only ...  laugh.gif )
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If the controls were different, then yes, I'd call the experience more "peasant" than on the Rift. Eagle Flight uses standard traditional controller scheme, even when the controllers were different (XB controller versus PS4 controller). Graphically more peasant perhaps, but Eagle Flight's gameplay isn't relying on graphics alone, like "The Climb" or "Edge of Nowhere", the experience takes centerstage compared to graphics.

Eagle Flight works the same across all platforms, you navigate with your face and anything extras, you use traditional controllers. A standard experience across the board. Like I mentioned earlier, your VR sensitivity area may be a little smaller on the PSVR compared to Rift based on how "sensitive" the PS Camera is. Some of the levels in "Eagle Flight" requires controls in tight corners. It'll be a shame if the game's experience isn't enjoyable when the controls bog it down because of the inadequacies of PSVR, the game itself is pretty polished.

Which is why, I was so excited to get Robinson, BUT I chose not to get it on PSVR. There are elements in that game that is so much better suited for the motion controllers like the PS Move and they failed to capitalize on that by using a straight up standard DS4 controller setup only. The climbing section in Robinson, they copied it straight up from "The Climb", (same developer), that one works better if you have motion controllers, but even on the Rift where "The Climb" is out, I was cursing it when there's motion controller option, only traditional controllers only. When you wanna immerse yourself climbing walls, motion controllers works best. It's a missed opportunity.

Pity. I already had charged USD60 bucks on my US PSN account ready to buy Robinson, but for a 3 hour game, and a flawed control scheme, I'll hold on that PSN credit for a better "bang for the bucks" experience.

This post has been edited by stringfellow: Nov 9 2016, 08:32 PM
stringfellow
post Nov 11 2016, 04:02 PM

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QUOTE(squall_12 @ Nov 11 2016, 03:57 PM)
u should read more user review on reddit on the experience.
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Why? This RoadtoRV article is technical enough to discern the fact that the difference is minimal. You don't have to read Reddit posts to tell that Sony don't wanna cannibalize the sale of their non-Pro PS4 when used with the PSVR, that is suicidal on their larger install base standard PS4.
stringfellow
post Dec 4 2016, 06:19 PM

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PSVR found its PowerA resting place. Charges the DS4 and Move controllers too.

» Click to show Spoiler - click again to hide... «
stringfellow
post Dec 4 2016, 08:19 PM

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QUOTE(squall_12 @ Dec 4 2016, 06:59 PM)
nice where u get it bro? and how much it cost?

Thanks
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Amazon. Shipped to US address to a friend and he reships it back here.

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