80°

Official PlayStation Podcast Episode 439: Virtual Impressions

Featuring an interview with SVP of Platform Experience, Hideaki Nishino on PS VR2

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blog.playstation.com
darthv72592d ago

PSVR games are not compatible with PSVR2 (Around 29:10). This is sad to hear but understandable. I will just keep my current PSVR hooked to my Pro.

Orchard592d ago

I wonder if we'll see paid PSVR2 upgrades and/or remasters.

I guess the upgrades part depends on how much work it is to recompile the game w/ the new SDK, and does everything 'just work' or do you need substantial rewrites - my guess is you do need substantial rewrites or they would've just added back compat.

crazyCoconuts592d ago

This is a huge mistake imo. No technical reason not to enable backwards compatibility. I bought a lot of games for PSVR that would be useless to me. Ridiculous.

Phlacky592d ago

There are plenty of technical reasons. Different tracking methods and controls being two of them. If you purchased PSVR titles with the assumption that they would work on PSVR2 then that's on you. If you got them to use on PSVR as advertised than you still can. It seemed obvious that the difference in tracking and controls wouldn't lend to backwards compatibility without each developer patching thier games to run, which was never going to happen.

VenomUK592d ago (Edited 592d ago )

@CrazyCoconuts said "No technical reason not to enable backwards compatibility." Sorry my friend, but this is incorrect as Yes, there is a technical reason.

VR positional tracking is how a VR system detects the movements and head position of the player. PSVR1's headset emits light, as do the Move controllers, as do the DualShock 4s - this is tracked by the PS4's PlayStation camera. PSVR2 doesn’t use that system, it uses inside-out tracking which is tiny camera-sensors built on to the headset. So even if we assume PSVR2 could easily upscale images, the mechanism for detecting positioning is completely different. How could PSVR2 run a PSVR1 game that has been programmed to work with PSVR1’s input system when it doesn't have it?

This is not to say that it will be impossible for developers to easily upgrade their games to use the PSVR2 technology, behind the scenes Sony will likely help with this with its PSVR2 SDK. The question is will developers release a free update (effectively a second version for PSVR2 in the same way Spider-Man Miles Morales has a PS4 & PS5 version) or will developers choose to make a brand new PS5 version and charge for it?

crazyCoconuts592d ago

@phlacky and @venom, I'd bet money the tracking is completely abstracted from the game. So the underlying libraries would provide the location of the user and controllers along with the direction they're pointing, without exposing the game to the nitty gritty of how that position is ascertained. So the tracking technology, while differing in accuracy, should have no impact to the game in my estimation.

60°

PSVR 2 Trophies: Soul Covenant

Thirdverse recently released its latest action-packed game for multiple VR platforms. On PSVR 2 there are 42 Soul Covenant trophies.

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xrsource.net
60°
8.5

Tin Hearts Review (VR) | Gamer Social Club

Tinker Tailor Solider Toy - a review of the PSVR2 version of last year's Lemming-esque puzzler Tin Hearts

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gamersocialclub.ca
90°

MADiSON VR Scares PSVR 2 & PCVR This May

Psychological horror MADiSON VR from Bloodious Games and Perp Games is finally coming to PSVR 2 and PCVR this May.

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xrsource.net
Neonridr5d ago

yeah, we haven't heard this before :P

that being said, let's hope this time the release date finally sticks. Looking forward to playing this in VR.

Babadook73d ago (Edited 3d ago )

From the devs regarding the last delay. 120 FPS native with high quality shadows.

"Our ambition is to create a realistic and daunting atmosphere with MADiSON VR. And we achieved this through realistic real-time lighting and shadows. These elements heavily utilise the CPU on all
platforms. To make this possible in VR, we use a technique called "Single-Pass Rendering" so that resource- heavy operations are only done once per frame. Unfortunately, our use of this previously precluded us from also using the eye-tracked dynamic foveated rendering (DFR) feature on PSVR 2, as the Unity PSVR 2 implementation had a known issue with this combination. Without DFR, it would have only been possible to release using the 60/120 (interpolation) mode, which worked adequately, however we always felt fell a little short of the quality we were striving for. As of 22nd March Unity's new SDK-now opens up DFR and by extension the possibility to hit the gohz mode. A last minute
improvement we simply can't ignore."

Unity fixing this issue is good news for PSVR2 in general.

Venoxn4g9h ago

Hope that this time everything will be good with their launch