Someone in the PSVR subreddit found a small piece of footage from Kitchen.
https://www.youtube.com/wat...
Skip to 12:23
Some of the resources on the console are used by the OS (RAM, CPU cores). Before the latest SDK update, the RAM that could be used by a game was dynamic, meaning if the game requested more than the standard 4.5GB of RAM it could only get it after the OS freed it up. Static allocation means they can now design a game knowing they will always have it free without the OS or any other external app, interfering.
"Even on a 4k phone you can see every little pixel...", there's only one 4K phone out (Xperia Z5 Premium) and it doesn't render games/Cardboard apps at 4K. It runs at 1080P for almost all apps save for a few Sony apps built to take advantage of the screen.
With that being said, the pixelated/screen door effect should be minimized on the PSVR due to Sony building the lenses specifically for the screen in the headset. With Google Cardboard, it's more of a...
Downhill Domination
Perhaps you saw a user created solution for it. There have been quite a few community made shaders that Unity didn't/doesn't have built in.
@uth11 Should be possible and pretty easy to do given smartphones today can do it with Google Cardboard. All scaling work can be done on the main PS4 GPU.
This genuinely looks pretty cool. All that motion when sucking up the ghosts is sure to look amazing when viewed in VR.
Yay disagrees from people who don't understand tech!
A lot of people here seem to think the processing box is going to add power to the PS4. That is simply incorrect. Think about the tech people, the box hooks up to the PS4 via HDMI I and USB. The HDMI is used to send the video+audio signal to the headset and the TV. The USB is used to send the headset sensor data to the console. The box is not doing any game/graphics processing. It's being used for audio processing (simulating the way sound interacts with the human ear).
The Oculus also features 360 tracking using their camera solution called Constellation.
http://www.designboom.com/w...
The VIVE also has 360 tracking through the use of the two towers. When the headset IR emitters are occluded from one camera the other one can still pick it up (provided their positioned properly)
Tempted to watch now, but not sure if you're being sarcastic or not.
:S
I think I'll wait.
That's interesting as the studio they acquired specializes in time-of-flight sensor tech, but the current PS Eye doesn't feature this. Either they are releasing a new Eye just for the VR headset and/or they plan on taking VR outside of just their gaming division.
Hopefully this is an actual 3D environment and not a recorded video sphere. Those things never feel right because you're essentially watching a 360 video but it's not stereoscopic.
Go with the green team (Nvidia). Better performance per watt and better software support. In my case they are also better for ray tracing programs such as Blender.
The day they take over the console space is the same day I move back to playing exclusively on PC.
OpenGL is only a graphics rendering platform. This is a game engine. It's using OpenGL under the hood too. :P
I'm pretty sure Dishonored PC came with actual install content on the disc.
"adding stereo (for 3d) to that is yet another challenge as everything will need to be rendered twice at the same time to achieve that."
Don't forget that the 1080P screen is being split in two, one half for each eye. Due to this it won't be as bad as rendering the game in 3D like a stereoscopic screen as you're only rendering 960*1080 per eye rather than the full 1920*1080 per eye with full screen 3D.
VR headset does NOT have a processor to aid in graphics rendering. All the box is used for is audio processing and sending the combined video signal to an external display.