2016 : A Pivotal Year For AMD, Nvidia, PC Gaming And VR

Don't think you understand what I was saying.

Personally don't see the point in self proclaiming what an idividual is/isn't , it's pointless imo as people tend to make their own mind up and not what a person wants you to think they are. :cool:

I understood and it's fine.

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VR for me has me super excited and great to see so much investment (over 1 billion dollars) and now we need AMD/Nvidia and Microsoft/Valve to be on the ball and I can see this being a big success and not just for gamers either. VR has many different application possibilities but 2 stand out for me... Games and films. Only 2 months to go now as well till the OR is released.
 
I'm saying this not trying to pick a fight/bait/take the ****, but don't you wonder why many don't believe you?

Speaking for myself here, during the good times greg, on our off forum conversations we had many, many a great chat(honestly I regret it's gone due to all round stubbornness:(), but some of your AMD opinions cemented my opinion on your character and no doubt vice versa.

Think about it, we are portrayed by what we post.:)

The market tends to agree with his forthrightness, though. Some just don't know when to take it in good humour. We're not talking about slavery.
 
Unreal Editor

Epic Games has been teasing "the future of VR development" recently, and the team is finally ready to tell everyone what that is: Creating virtual reality content within virtual reality itself, using the full version of its Unreal Engine 4. Epic cofounder Tim Sweeney says that while the company's been supporting the likes of the Oculus Rift from the outset, the irony is that, up to this point, the experiences we've seen so far have been developed using the same tools as traditional video games. "Now you can go into VR, have the entire Unreal editor functioning and do it live," he says. "It almost gives you god-like powers to manipulate the world."

Full Article


this looks very interesting to play with, wish crytek would do something similar, and again another APP that shows how Vive laverage better it's unique feature so far, also impressive to see how precise the controllers are, hope the latency follows, and again can't wait for VR to start already.
 
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HTC Vive Pre User Guide Reveals Roomscale Details

Source from Tom's Hardware
We’ve had a chance to read through the user guide for HTC’s Vive Pre developer kit, and hidden within the pages are a few details we didn’t previously know. This isn’t for the retail version, but some of the details within the guide are interesting nonetheless.
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Roomscale

The user guide, of course, goes into detail about how to configure your room for the Vive. In doing so, it reveals the range of room sizes that roomscale will require. This may change with the retail kits, but developers are putting the final touches on their games based on the Vive Pre specs, so it’s hard to believe this will change dramatically.

To set the Vive up for roomscale tracking, you will need a space at least 5 x 6.5 feet in size. The maximum size the headset can be tracked in is 15 x 15 feet, which we’ve known for some time, but we only knew that it could scale down to a seated position. We now know that anything less than 5 x 6.5 will be limited to seated and standing configurations.

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full article Here and the User guide Here

you can setup a roomscale to move, or set a standing setup for ppl who doesnt have space, crossing fingers for the price :D
 
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Gear 360 virtual reality camera is real, to accompany the Galaxy S7

Only a few weeks ago, the first hints pointing to a new 360 degree camera named Gear 360 surfaced. Now, with only a few weeks until Samsung’s next big Unpacked event, we can exclusively confirm the Gear 360 VR camera is real, and coming soon.

The Gear 360, likely an offshoot of Samsung’s Project Beyond, is a compact spherical camera capable of capturing 360 degree imagery using two 180 degree fisheye lenses. It can pair with a phone via Bluetooth, through the Gear 360 Connect application. The device might work with recent Galaxy flagship devices, though for now we can only confirm Galaxy S7 compatibility.

The Gear 360 (SM-C200) has its own battery, so it does not need to be connected to an external power source. Also, the device packs an unknown amount of onboard storage.

Software-wise, the package includes the Gear 360 Gallery, and a seperate remote viewfinder application. In the latter we find all the usual camera features: HDR, exposure control, white balance and ISO settings, a Liveview option, and the ability to switch between recording a 360 (dual lens) or 180 degree (single lens) front or rear view. Other view types include a mode called VR view, dual view, panoramic view, and time lapse and looping video. Maximum resolution seems to be 3840 x 1920 pixels when shooting in dual lens mode, or 1920 x 1920 pixels in single lens mode.

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Source : sammobile
 
I was expecting to see a full 360 recording device at some point and glad I wasn't disappointed. I can see some good applications for this as well but I don't think I am energetic enough to get one :D
 
I spoke to a Sony rep recently (Who is NOT an official spokesman for Sony) that stated that he had heard rumors they were hoping to price the HMD at $299, which won't include the camera or PlayStation move controllers. But that they would probably have a separate starter kit where you could get the camera and move controllers and a game for around $129. For $428 + tax for the complete PSVR + camera + move controllers, would be a bargain! The reason for this is that a lot of folks already have cameras and move controllers.

The other thing the Sony rep mentioned is that they were apparently hoping to support the first gen PSVR on the PS5, which should run it even better. This will help stretch the life of the HMD. They will also have a better HMD as well at that time probably. It sounds like Sony is really hoping to build a stable supported VR experience community and wants to carryover the PS4 PSVR users to the PS5 in order to maintain and increase the base.

I did some research, and it appears that Sony has sold approximately:

35.9 million PS4 Consoles (January 2016) 900K PS4 cameras (March 2014) 15 Million Playstation Move controllers (November 2012)

Those are the "latest" sales numbers I could find for the Playstation Move and PS4 Camera. I'd reckon that it is close to 2 million for the PS4 Camera now, and maybe 18 million for the Playstation Move.

So you can see why they are probably hoping to avoid forcing people to buy stuff they don't need. This brings it down to a lower base price point for a large group of users who already have cameras and move controllers, which will help to move product and get as many PSVR units out in the wild.

I just hope they make that clear on the packaging for just the Playstation VR base unit, that says "This requires the PS4 Camera + Move Controllers PSVR Kit, SOLD SEPARATELY" in order to avoid confusion.

I hope it is true, if it is, I can see Sony becoming THE dominant VR force in gaming.

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Source : Reddit


ok this is just a rumor and not confirmed, but that's the price i expect a consol VR be at, and honestly i would be surprised if it's higher, and the fact that sony would support it even for their next console would suggest heavy subsidizing, so 300$ for the console and 300$ for the headset, 150$ for the accessories, for a total for 750$ that would make it a mainstream product, better than 2-2.5k$ of the PC solution.
 
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I've not read up on it, but just how on earth is a PS4 going to have enough grunt to run a VR experience at a high enough res and frame rate? I can only assume it would have to be simple games graphics, or very low res and not games trying to be realistic.
 
I've not read up on it, but just how on earth is a PS4 going to have enough grunt to run a VR experience at a high enough res and frame rate? I can only assume it would have to be simple games graphics, or very low res and not games trying to be realistic.

with something called async reprojection, basicaly they will try to design the games for the needed refresh (less demanding), even if they cannot achieve high fps, they can use reprojection from 45/60fps, to get higher fps by scanning and reproducing an existing farme, to keep the animation smooth free of stutter and such, and have higher refresh rate, it's basicaly Freesync frame compensation coded into the game rather than being handled by extrenal hardware.

 
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I have been working so much in my free time doing my new site, I haven't had much chance to keep up with this but not long to wait now and great to see VR going well on the PS4.
 
with something called async reprojection, basicaly they will try to design the games for the needed refresh (less demanding), even if they cannot achieve high fps, they can use reprojection from 45/60fps, to get higher fps by scanning and reproducing an existing farme, to keep the animation smooth free of stutter and such, and have higher refresh rate, it's basicaly Freesync frame compensation coded into the game rather than being handled by extrenal hardware.


Interesting video, cheers, what I take away from that is the PSVR will be half the res of the PC counterparts, (well the same 1920*1080 but only one screen as apposed to two 1920*1080 screens in he Rift and Vive) features like reprojection and of course the elephant in the room, the PlayStation PU (external processing unit). So the bottom line is that the PS4 wont have the grunt to do VR, even at a lower res @120Hz without as Ram Madhavan says external help.

14:20 into the video.
It comes with an external processing unit we call it PU and that is a companion of the PS4 and does a lot of the heavy lifting work for the VR itself, so we've made it much more powerful and are improving as we go towards the launch.

As for the reprojection technology, it sounds interesting but certainly nothing like freesync or even adaptive sync, to use the correct non AMD specific term, as reprojection seems to be about lowering latency rather than smoothing framerate. Takeing the sample data again after the frame has already been rendered and then adjusting he prerendered frame so it is done faster than having to render the entire thing inbetween taking the tracking data and outputting the rendered frame.

With an external processor and headset, I wouldn't expect it to be cheap.
 
"Asynchronous reprojection" just sounds like interpolation.

How will that look in VR? :confused: At best it's a mixed bag on a normal screen.
 
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