Some don’t need ET for that. Remove Wide FoV and PSVR 2 in theory you shouldn’t need ET to accomplish. As PSVR 1 had more or less edge to edge clarity with aspherical lenses.
Plus DFR really needs to be game supported for best gains.
we not just talking about the extreme edge here, to the sides a bit already things not clear and the binocular overlap is already poor. So pretty much the only functions left is gaze detection with supported software and game content support.
I’m pretty confident to say that if sony releasing a vr hardware withe eyetracking, it will be partnering up and using it’s brand power to influence game developers to make use of that function. And this is where two product will differ, one work out of the box with support, and the other, working hardware with not much support. If this thing is that great you would see it on the 12k but no, pimax is ditching it.
I wouldn’t be this disappointed with it if I am using it, but the fact I decided to put it back in the box and shelf it, is at least worth 1 customer experience. I guess I’m bitter because it was pitched as a game enhancing addon, but it turned out in this area, you don’t even need it at all.
Your right. I don’t find issues with the core FoV on a pimax headset. Just the far peripheral that other headsets do not have.
With pimax you have the same issues with others with ET. Very limited support due to being seen as a niche. Oculus Sdk has support for a variety of Foveate rendering techniques that do work out of the box in a FFR. Oculus SDk also has ET support in there sdk.
Sony’s push is far easier being a closed platform. You can guess what sony will be using eye tracked Foveate rendering for. To overcome limitations of there platform as the Ps5 will not be able to brute force the res and graphics quality presets in AAA games. Much like there method of delivering Ray Tracing is using tricks to achieve decent looking results.
Sony delivers to the masses in a way PCs will continue to struggle due to being a flexible hardware/software system.
Sony needs ET and FR in there limited FoV headset that has what is becoming a new base res standard.
Understandable to be a bit disappointed by the resolution, but the RDNA 2 GPU on PS5 is only about as powerful as a 2070 super when its not doing its intelligent culling. When its culling, its about a 2080 super.
1440p per eye is basically the same as the Pimax 5k, but it will look sweet at 110 FOV, and 120hz on OLED. That is going to be pretty.
Well 7invensun has unfortunately proven to be not as effective a solution. Tobii if not mistaken being the new ET being used in the 12k is a proven tech and used in the Vive Pro Eye and StarVR One. It is too bad that 7invensun hasn’t lived up to base expectations. Both pimax and 7invensun rushed this module out way too soon and it shows.
I too fear that Sony’s more-or-less manhandling their developers into implementing eyetracking in general, and dynamic foveated rendering in particular, will not extend to developers doing the same on PC, given that major difference between developing for one fixed target platform, and a plethora of competing solutions – I don’t believe there is any unifying write-once-run-everywhere standard framework and API for these features yet - but all consigned to diverse custom ones, and OpenXR extensions?
Same may sadly possibly go for HDR, which was the greatest eyebrow-raiser in this announcement, to me.
Must say I am more skeptical about the haptics thing… I guess it depends on what kind of haptics we are talking about - something that applies pressure, or the occasional single-shot relatively large mass-shift - maybe even a low frequency continous one, if you are walking next to some big machine, or other such things - those might be nice, but I am not too enthused about the notion of strapping a buzzer to the big bone structure that my ears are attached to.
I think the pimax thing wasn’t so much a dig but that one fellow preferred pimax.
Interestingly when speaking of headsets FoV they say 110 is compatible with Index at 109. And when mentioning headsets with more they mention one with 115 and pimax. No mention of the VP2.
I noted with Ben Lang’s coverage of PSVR2 that he sums up the point I have been getting at regarding VR controllers and the point I feel Pimax has failed to grasp with this paragraph:
“Crucially, the Sense controllers are also jumping in line with all (other) modern VR controllers in terms of inputs. They’ll have thumbsticks and two face buttons, which has become the defacto standard with the likes of Oculus Rift, Quest, Valve Index, Reverb G2, Vive Focus 3, and more. Having the same button-and-stick layout across all these controllers makes it easier for developers to port their games from one headset to another.”
All these videos discussing the PSVR2 is pointless, since we don’t know jack about A)the price or B)when it’s coming out. Wake me up when he have info on either or both of those things.
One thing is certain. The money wasted on an Arpara could likely buy the PSVR2. Haha.
In all seriousness though , the problem I have with the PSVR 2 is that outside of exclusives I don’t see myself opting to buy the price hiked Sony version of a game if it releases on all platforms.