Eurogamer Ian got his psvr2 unit delivered. I can't wait!
Eurogamer Ian got his psvr2 unit delivered. I can't wait!
Ima be in another worldbruhhh 2 weeks can't come soon enough
Eurogamer Ian got his psvr2 unit delivered. I can't wait!
Eurogamer Ian got his psvr2 unit delivered. I can't wait!
Definitely.Look forward to his coverage. I could feel his excitement in every psvr2 videos.
In theory what foveate would do would be to degradate stuff you don't see -so you don't notice it- to free resources so that would increase the performance.Looking forward to gfx comparison’s between flat and vr. Can foveate bridge the gap without visible sacrifice. Will be interesting, although with a 1st Gen psvr2 titles- there may be room for improvement down the track.
Vr rendering is also more intensive due to 2x viewport. Ideally foveate offsets this+In theory what foveate would do would be to degradate stuff you don't see -so you don't notice it- to free resources so that would increase the performance.
So the typical case would be that the image quality would be the same than in flat but the framerate would be higher in VR.
60fps.GT7 runs at 240fps in VR (confirmed 120fps per eye). What framerate does it run on a flat tv?
Has this been confirmed? I mean it makes sense, getting 120 native seems rich for such high tech visuals….unless foveate is such a huge performance saver.gt7 is 60 fps with reprojection to reach 120fps (doubled/interpolated/generated frames) so it's not true 120fps
Vr rendering is also more intensive due to 2x viewport. Ideally foveate offsets this
Has this been confirmed? I mean it makes sense, getting 120 native seems rich for such high tech visuals….unless foveate is such a huge performance saver.
Unfortunately I disagree. To achieve the correct perspective for 3D it requires 2 independent cameras and twice the render load….just like split screen.Nah, in the case of PSVR2 it's like a splitscreen but with a single scene: imagine you basically have a 4K ish normal display and a single 3D scene but with 2 cameras. In the left half of the screen you render what a left eye camera sees and in the right half of the screen what the right eye sees.
These two cameras are very close to each other and tied to a single object, so most of the work is done as in a normal non-split screen single screen rendering. Unlike in split screen you don't need to have two scenes, you don't have to make culling twice, you don't need to calculate lighting twice, etc.
It requires a very minimal extra work compared to a normal single flat non-splitcreen screen rendering, way smaller than the extra performance acquired thanks to the foveated rendering and also way smaller than the extra performage acquired thanks to the retroprojection (which 'doubles' the framerate) for the games that use it.
The normal split screen requires way more work than the one required for this VR rendering.Unfortunately I disagree. To achieve the correct perspective for 3D it requires 2 independent cameras and twice the render load….just like split screen.
There have been instances of simulated 3D during the 360/ps3 era via some cheap tricks, but I don’t believe that’s an option for proper 3D like needed by VR.