how are they gonna do it?
They seem to have some software libraries that fill the frames inbetween from a 60fps feed. Maybe 60fps (even with less shader shit) becomes a bit more common in the ps4 when VR arrives (if it does)
>not just pushing 120hz monitors and 120fps content across the board until the supply chain is established enough to the point that making tiny little 120hz vr goggles is economically feasible
Is it true or are they doing what they did with the Xbone
>Have all stuff planned
>Change last minute to to competition
HTC and Valve did give out specs yesterday. Because I don't see how they are going to do that for 2 eyes with the PS4, I guess more competition for all the VR will only push them foward though.
Another shitposting thread
Here we go again
PlayStation 4 can't handle it excepts its not that intensive, less intensive than Battlefield 4 and what not...
1080P is still too low for VR and 120FPS is way above human eye...
Human eye captures 15 images a second while to see motion on CRT/LCD screens it needs 30FPS while 60FPS is optimal while 120FPS is just a waste in the end and some people get headache from it.
We humans see 5K resolution per eye so 10K while VR from Sony is only 1K.
Guys, guys, it's no big deal.
120 FPS can easily be achieved by using "reprojection" or what I'm guessing they're calling asynchronous timewarp. The real thing I'm doubting is how well they're going to be able to optimize games to run with 3D at 60 Hz. The games would most likely look very low in graphics, probably HL2 tier levels of graphics.
"The headset supports the weight of the unit on the top of his head so there is no pressure on the face, as is the case with goggle designs"
>5.7' OLED display at 1920 x RGB x 1080
>1920x1080 pixels have RGB subpixels
>120Hz refresh rate
>Develoeprs are encouraged to reach 120 fps But games can be at 60fps themselves, but rendered at 120fps for Morpheus using "reprojection" in software libraries.
It creates an "in between frame" for games at 60 fps.
>Super low latency at <18ms
>100 degrees field of view
>9 LEDs for robust 360 degree tracking
Here's the concept. Interpolation requires the hardware to have the frame it's displaying, and the next frame, to calculate the in-between frame. Doing that will introduce latency because you need to wait for the next frame to buffer in, and then make the calculation. Look up asynchronous timewarp, which solves that problem.
Not in VR. It might look better than a pentile display, but it won't solve problems such as reading text or looking at distances farther away. It doesn't even solve the SDE by itself.