PS4Daily: "How Sony will make sure that all Project Morpheus games run at 120 FPS".
i need one of these, if you could just send me one now that would be nice. thanks Shu!
People also forget PS4 also have considerably stronger hardware. This is from Ubisoft themselves during GDC. http://www.cinemablend.com/... It definitely has room to implement additional techniques like this.
So games will look like PS3 launch games then.
@mikeslemonade Morpheus games should look better than a PS3 games b/c each individual pixel inside the OLED screen has 3 colors. RED BLUE GREEN. RGBpixel. A basic OLED screen has one color for each pixel. A world of differences. The color are going to rich. http://en.wikipedia.org/wik...
Hey Sony, where are the 3D games? or is that fad dead now? Oh wait they are on the PC lol. With all the talk and marketing Sony did with 3D one would have thought they would lead in that sector, instead they hardly had 40 3d capable games throughout the PS3s life time. They failed so badly, i dont believe their are any 3d games on the PS4. Instead its the PC platform again which sports over 600 games in 3d. Amusing all the promises and hype Sony stirs considering their dated hardware.
Ubisoft now that's a name you can trust LOL
decrypt, its not like VR is 3d.... OH WAIT, IT ASLO in 3d. keep hating, hater.
Considerably stronger?lol. You GameNameFame are a germ. Spreading shit where ever you go. 120fps when theyre struggling to get 60fps. Dream on germs.
AssieBadger 50 percent more tflop 200 percent ROP 400 percent ACE. http://media.redgamingtech.... And this by Ubisoft multithreading GPU. Especially due to that ACE, PS4 was basically built for multithreading. Again, cry to the benchmark.
This is the tech they use in lcd tvs and it looks horrible there... Let's see if they have magically cured the soap opera effect. I sadly think vr just isn't ready for prime time, even with a monster pc getting a solid 90+ fps in new games is taxing.
TV interpolation creates a blend between frames because you can sample forward in time. You can't do that with real-time applications. What Sony is doing with Morpheus is practically the same thing Oculus talked about last year when they were developing asynchronous timewarp. In a nutshell, the technique uses the previous frame's data and re-projects a new camera position based on the HMD sensor info to fill in the gaps between rendered frames.
Correct. It's not a true 120fps in the straight forward way for those who are doubting Pandamobile as it is explained at 2:20 of this interview, but it's a smart technique for the hardware limitation. http://youtu.be/BaCxLZDcNBo
I would love to see them pull that off on a game that can even maintain 30fps...
Thanks. Sounds like a video-game (more sophisticated) version of modern TV frame-interpolation. "fill in the gaps between rendered frames." I'm guessing this would have zero to much less artefacting like TV interpolation?
Which surely means it is worse than the interpolation techniques on the TVs, because it is forming a filler frame based on just one half of the data... It's also a non-response frame that will ignore input and effectively contribute to latency. But it is far more important that they get it right for VR than for a gimmicky TV mode, so maybe they've come up with something special. Feedback from GDC has been positive, and I can't wait to try it myself.
@kevnb I would love to see them pull that off on a game that can even maintain 30fps... Sony isn't taking any chances like the article states.They're going with 120FPS, however, 90fps is still good. Beside, that's the beauty of having an OLED screen.The pixel in OLED screen are individually lit which helps reduce latency. LCD screens aren't as good as OLED screen b/c it uses a <back light> that resides inches away from the screen. The light travel time would make the VR experience a little unenjoyable.
Repojection isn't merely for doubling frames... although it can be used that way. It is a method of keeping the FPS from dropping below 120. Shu describes during his interviews that the Studio Japan demo (which runs at 120 FPS) uses this technique to prevent dropped frames. So if the framerate falls to 100 FPS for a frame, the reprojection will step in and provide the projected frame. It ensures that the frame rate is 120FPS at all times.
@Eonjay PS4 hardware will get heavily taxed if runs at native 120fps. At that frame rate speed the image quality goes down, maybe way down. Personally, I think Sony wouldn't be happy to bring down the image quality because the clarity of those images are very important to making the sense of presence a little more enjoyable. PS4 can't double all the frames in VR b/c the system itself is already having a hard time doing 60fp, with out any tricks implemented in the frame sequence. For those who don't understand I'm going to try to explain it an easy way. make believe each characters is a frame... This is how normal frame rate look like below. A B C D E F you get the idea. This is what the software is doing for Morpheus.. A * C * E * G The (*) portion of the frame rate sequence is what the software is filling in between frame A and frame C. EDIT: forgot to add. The * represented here are frames that are low quality.
Unfortunately, the reprojection Sony is doing on their VR headset is a downgrade. Ironically, 120fps is going to be crappier than 90fps Interpolating between two frames is just a trick. Both Oculus and Valve's VR device will be smoother and better right out of the gate with a downgraded experience on Morpheus. This is where the specs do matter!
Any one with simple PC gaming knowledge knows that lower resolution and few renderings on the screen means higher frames-per-second. This subtly means that high quality AAA games like KZ, Uncharted, and TLOU would be impossible.
Sometimes it looks great on LED TVs, shame about the input lag.
http://youtu.be/WvtEXMlQQtI This guy does a fantastic job of explaining how VR reprojection works. It's different to how tv frame tweening works.
People are going to be disappointed with this the same way they were disappointed once it became apparent that this generation of consoles wasn't going to bring us to a 1080/60FPS era. I have a pS4 and I will buy this but I just feel the expectations out of this are way up there.
Ill be more disappointed if the games are just lame tech demos, like they are now on PC.
Tech demos? There are plenty of games on PC that support VR. War Thunder, Half Life, Alien Isolation, etc. http://en.wikipedia.org/wik...
You will never have a 1080p/60 fps era on any console, unless Sony and Microsoft make it a requirement. Because developers want to push the graphics to the maximum.
I just don't understand. To make reprojection you take one frame. take another and put additional frame in the middle. Such technology requer delay of second frame to put one in the middle... am I right?
No, once a frame has been rendered, you can store it an a buffer to work with later. Basically, the asynchronous time warp uses the following pipeline. Take input from controller and HMD, process game logic, render frame. If one of these operations (likely rendering) takes too long to hit a consistent framerate, do the following: Take the previously rendered frame, sample the HMD inertia sensors, extrapolate where the new viewer position will be, and finally, reproject the new viewer position onto the previously rendered frame. This ultimately gives you a (sort of) new frame for the HMD to display instead of simply missing that frame rate mark and having to wait even longer for a new one.
yeah, essentially. It will cause latency of about 8ms. Since people are used to gaming with 17ms between frames (60fps) or 33ms (30fps), not sure it will be all that noticeable to most people
Any idea if this will be standalone hardware of a peripheral. If its the latter I hope to god its for PC otherwise its gonna be doomed to fail. You need enthusiast grade tech in order to drive vr without it being terrible both in regards yo quality and health
Bump 60? We can't even get 60FPS games to begin with...
I do believe thats because they are refreshing the frames individually for each eye like with 3D TVs/glasses. So, you are kind of experiencing the 120FPS refresh rate as 60FPS in 3D/VR. Though it still requires the machine to render the game at 120FPS so only some of the more simple games/games specifically built around VR experience can run so smooth. Anyone with better knowledge of VR/HMDs can correct me if Im wrong.
read the link, they explay how to reach 120HZ... it's noting like "efreshing the frames individually for each eye like" it's a completly different thing that morpheus will be using.
the generation just started and they are already making some good things at 1080P/60pfs, give Ps4 2 more years, and you will see what Ps4 can do! just look at Ps3, 256mb gpu and 256 mb for system, and playing shit like Dragon age inquisition / shadown of mordor, and other games that can be compared to PC on the lowest ( but are working whit only 512 MB for gpu and system!) Consoles may be weaker than pc, but you can push than much futher whit time, and if 1080P / 60fps are happening now, in the early days, they are sure to be more frequent when the consoles are fully mature.
Augmented Reality is the future. Greatness Awaits.
Augmented Reality is amazing, i agree whit this, but for games... irather take VR! Augmented Reality is better on almost all areas, but.... imho, for now i will take VR for games.
AR is a different kettle of fish. VR goes for full immersion whereas AR tries to reach a sort of half way house.
I was pretty impressed when I first heard the specs for the Morpheus but then I found out that its actually a full 1080p panel and therefore about 540 per eye. Honestly it seems to be Valve/HTC headset that has had the most promising impressions. Biggest issue to me for valves VR solution is you pretty much need to repurpose a room in your house for VR and for most people, that ain't gonna fly
You don't need to repurpose a room for Valve's VR. It just has that ability. The Vive will work just as well for a seated VR experience than Morpheus or the Rift, but it can also extend into a 15x15 ft capture volume for walking about inside VR. Theoretically, if these VR devices ever become wireless, you could set up Lighthouses throughout your house and walk about your entire home in VR.
Though I don't disagree with you, and I'm really excited about this evolution in games, I'm just skeptical that anybody who isn't super dedicated will actually buy into it.
Well it's going to be the super dedicated people that buy into it first. I can't wait to be an early adopter of VR. VR will be pretty much completely mainstream in 3-4 years. Every phone manufacturer will have their own HMD for their lineup of phones. VR will be everywhere in gaming and offer crazy new ways to deliver unique experiences to consumers.
@Pandamobile VR will be everywhere in gaming and offer crazy new ways to deliver unique experiences to consumers. I agree, VR has many use, especially for educational purpose. Speaking of education, I think the school system could use VR in classrooms b/c our today's kids are getting dumber and dumber each year. Heck, even the school system haven't produced another great mind like Albert Einstein, Thomas Edison, etc in years. That said, I think its the fault of recent technology is the reason why our today kids aren't active in schools. I think A lot school kids our distracted in class b/c they're too busy playing with their Ipod, smart phone, and portable game system. That said, I think the very same technologies(ipods,portable game systems,etc) that always seem to distract kids attenetion can be use against them. VR
The Vive will still work for seated VR and the room size is also adjustable.
A boxing game would be ideal. Real moves would be put to the test. Gatway MT6706 2008
Oh so games will now be 120 frames? I sure as hell will take that with a grain of salt seeing as how no game worth much this generation runs anywhere near 60 frames with 1080p. Hell that garbage of a movie (order 1886) couldn't manage 1080p or 60 frames, nor any redeeming gameplay for that matter.
Shouldn't you be somewhere signing up for a Halo Master Chief collection patch beta or something...
If this is a real thing then why aren't developers using it for their regular PS4 games? Why are we still seeing sub 60fps titles if this technique is so simple and non taxing on the hardware?
Here's one game that will be shown at e3 for Morpheus. http://theassemblygame.com/ I'm really liking what I'm seeing so far. I think Sony's VR is going to be a hit. I think all VR system are going to be great, but I think early in the VR game design and development phase I think the Morpheus is going to have an advantage over the other VR glasses. Sure, Ouculus, Vive, other VR glasses will definitely have better looking VR games but might lack on the game play side of things because VR technology is a FRESH concept, and would take years before they perfect it, through the trail and error phase. I think game devs won't have the man power to put 100% focus on all gaming platform at the same time. I think some platform will get more attention than other gaming platforms. So, Morpheus will probably have the right balance in game play/graphics because at the early stage of VR tech both thing will be heavily needed to make VR a success.
its called motionflow, something sony has used on their TV's for years. I have been playing games at 60 or 120 fps for a long time, thanks to this ancient technology. they just renamed it
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