Updated Frequently: Hands on with PSVR2 Gran Turismo update! Yes, entire campaign 🔥🔥 Also IGN preview. And other PSVR2 news in here!

ethomaz

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ethomaz

anonpuffs

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Someone broke embargo and posted an unboxing

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Yurinka

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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.
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.
 

Shmunter

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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.
Vr rendering is also more intensive due to 2x viewport. Ideally foveate offsets this+
 
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GT7 runs at 240fps in VR (confirmed 120fps per eye). What framerate does it run on a flat tv?
 

ethomaz

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GT7 runs at 240fps in VR (confirmed 120fps per eye). What framerate does it run on a flat tv?
60fps.

The 240fps of VR is not real real... the game runs at 120fps in VR... part of the image is shared between both eyes.
It is like rendering a wider image in 120fps and putting the left 3/4 of it in the right eye and the left 3/4 of it in the right eye... over half of the image is still being shared between the eyes.

Probably only around 60% of the resoltuion 4000x4080 (both eyes) is being rendered.
And it is at 120fps.

That is without talking in consideration foveable rendering.
 
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Yurinka

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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.

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 (let's say a 10% being very pessimistic) to a normal single flat non-splitcreen screen rendering, way smaller than the extra performance acquired thanks to the foveated rendering (around x3.6 in Unity, probably more in a Sony engine) and also way smaller than the extra performage acquired thanks to the retroprojection (which 'doubles' the framerate) for the games that use it.

Let's say the rendering performance is 100. Removing 10 from the two eyes thing goes to 90. With foveated multiplies by 3.6 and goes to 324. And then with retroprojection would be the double so goes to 648. Considering everything it would be up to between 6 and 7 times faster with retroprojection, or above 3 times without it.

On paper, thanks to foveated rendering GT7 could achieve 120fps in VR with basically the same visual quality than in flat screen even without using retroprojection, assuming that its game engine gets the same boost than Unity. Specially considering that the game was built since day one with VR in mind.
 
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Shmunter

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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.
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.
 

Yurinka

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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.
The normal split screen requires way more work than the one required for this VR rendering.

Let's say the case a racing game where one player is in a corner of the circuit looking to the north while the other player is in the opposite corner looking to the east. It would require to have more stuff in memory than in the case of having only a player, and also the rendering pipeline would have to do many steps twice because would be very different for each screen. Even ignoring having to process the 2P player controls, its effects, etc. the 2P split screen requires a lot of extra work.

Something that doesn't apply for the VR case, which would be way simpler and most of these things wouldn't needed to be done twice. In fact, even most of the ones that still have to be done 'twice', considering that both cameras are always very close and always at the same distance and relative position can be easily optimized to be done in way less time than it would normally be required being done twice.