RoadtoVR rumor: Sony


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We?ve now received word from someone claiming to not only have tried Sony?s secretive virtual reality hardware but is actively developing software to utilise the device. Our source describes the HMD as having an FOV comparable to that of the Oculus Rift DK1 but with a much higher resolution. Further, the prototype our source had extensive time with, used two glowing orbs mounted atop the headset. Using a camera, assumed at this point to be the standard PS4 stereo camera that launched alongside the console late last year, the system tracks the user?s head in 3D space using the orbs to pinpoint position. Currently we have no information as to how head orientation is tracked, but it would make sense for Sony to include a solution similar to the Oculus Rift headtracker (IMU).
 
Perhaps more interestingly, though, is that our developer source claims also to have attended the recent Steam Dev Days event in Seattle and sampled Valve?s apparently impressive prototype VR headset. According to the source, the two HMDs compare very favourably. The general impression was that resolution was comparable between Sony?s and Valve?s unit (reported to use two 1080p panels) and that head tracking accuracy was very close.
 
Finally, the developer also tells us that Sony?s VR headset was supposed to be revealed already but that technical issues delayed the announcement. What those issues were, we do not know.

 

 

Source: http://www.roadtovr.com/sonys-ps4-vr-headset-impressive-valves-new-details-emerge

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All this segregation and none of them have even launched :no:

 

Wish they'd all just support the same standards.

 

 

It's getting a little ridiculous honestly.

 

I'm interested in the tech for sure, but if these rumors are true and we have in fact, 3 major groups creating their own VR headset using their own standards, it could be a nightmare at launch.  Besides, I wonder what the real demand for these things will be.  Yes, there is a vocal group that want to have this, but it might be as mainstream as some assume.

 

Regarding Sony's model, if it does use two 1080p 'panels' , wouldn't that mean that a ps4 could not use it?  Or it would have to lower the resolution?

All this segregation and none of them have even launched :no:

 

Wish they'd all just support the same standards.

Valve doesn't have a VR product of their own, they've decided to help with the Oculus Rift so at the PC level they have combined and there is minimal segregation.  Likewise the Rift is going to support Android so even across PC/Mobile there is minimal segregation.  Oculus have come out and said they don't want to support consoles though, their reason being the Oculus development is changing too fast and consoles move too slow.  In other words if they release the first commercial version of the Rift for PS4/Xbone then they're stuck with that for this console generation (5-10 years?)  Console users are going to be ###### if their Riftv1 doesn't work with a bunch of a games two years down the road if a Riftv2 comes out.  With Oculus out of the picture Sony either has to make their own or just have no VR on their console so they've chosen to make their own.  Seems reasonable to me and it's not very segregated at all.  You'll have a Sony VR for the PlayStation (that will remain constant for the PS4s lifetime) and then you'll have a single one for PC and Mobile (that will evolve quickly until the technology matures, probably a new version every 2 years or so)

Valve doesn't have a VR product of their own, they've decided to help with the Oculus Rift so at the PC level they have combined and there is minimal segregation.  Likewise the Rift is going to support Android so even across PC/Mobile there is minimal segregation.  Oculus have come out and said they don't want to support consoles though, their reason being the Oculus development is changing too fast and consoles move too slow.  In other words if they release the first commercial version of the Rift for PS4/Xbone then they're stuck with that for this console generation (5-10 years?)  Console users are going to be ****ed if their Riftv1 doesn't work with a bunch of a games two years down the road if a Riftv2 comes out.  With Oculus out of the picture Sony either has to make their own or just have no VR on their console so they've chosen to make their own.  Seems reasonable to me and it's not very segregated at all.  You'll have a Sony VR for the PlayStation (that will remain constant for the PS4s lifetime) and then you'll have a single one for PC and Mobile (that will evolve quickly until the technology matures, probably a new version every 2 years or so)

 

After weeks of speculating just what Valve had planned for VR, it turns out that Gabe and the team have in fact built their own headset - and apparently it's awesome.

 

http://www.techradar.com/news/gaming/valve-s-virtual-reality-headset-blows-oculus-rift-away--1215666

 

Unless it has changed since then?

http://www.eurogamer.net/articles/2014-01-17-valve-has-no-vr-headset-its-backing-oculus-rift

 

They do have an internal prototype so the techradar story is right with that much.  However techradar incorrectly assumes that means Valve plans to make a commercial version and they have stated they do not. (if you don't believe me or even eurogamer then that article has the link to Valves own slides which state they are working with Oculus.)  Furthermore the techradar quote about how cool that Valve prototype is compared to the Rift was from a developer who it states in the article has not tried the new Crystal Cove prototype (so he's comparing it to an older, significantly lower spec Rift).  The Crystal Cove Rift prototype incorporates technology from the Valve Prototype.

http://www.eurogamer.net/articles/2014-01-17-valve-has-no-vr-headset-its-backing-oculus-rift

 

They do have an internal prototype so the techradar story is right with that much.  However techradar incorrectly assumes that means Valve plans to make a commercial version and they have stated they do not. (if you don't believe me or even eurogamer then that article has the link to Valves own slides which state they are working with Oculus.)  Furthermore the techradar quote about how cool that Valve prototype is compared to the Rift was from a developer who it states in the article has not tried the new Crystal Cove prototype (so he's comparing it to an older, significantly lower spec Rift).  The Crystal Cove Rift prototype incorporates technology from the Valve Prototype.

 

It's not that I don't believe you or arguing with you, I had just read differently. A little conflicting when those stories were posted 1 day apart from the same event.

 

TechRadar article says:

 

Despite all this, Valve says it has no plans to release a consumer VR headset any time soon, instead focusing on helping Oculus Rift and others to get off the ground.

 

But they said the same thing about Steam Machines once upon a time and we know where that went.

 

Guess we'll just have to see. I'd love for them all to back Oculus personally.

It's not that I don't believe you or arguing with you, I had just read differently. A little conflicting when those stories were posted 1 day apart from the same event.

 

TechRadar article says:

 

 

But they said the same thing about Steam Machines once upon a time and we know where that went.

 

Guess we'll just have to see. I'd love for them all to back Oculus personally.

 

Here is the quote direct from Valve's own slides.  I don't know how TechRadar could be there and see this presentation and end up with the article you linked to.

 

"The obvious question is: who might actually ship this class of VR hardware within two years? Oculus is clearly the leading candidate. They?ve made VR a hot topic again, and they?ve already shipped more than 50,000 Rift DK1s. The DK1 is not good enough to enable strong presence for most people, but Oculus? new version of the Rift, Crystal Cove, offers higher resolution, lower latency, low persistence, and translation, all of which are key elements of presence, as we?ll see later, so it?s a big step in the right direction.

Valve?s goal is to enable great VR for the PC, so we?ve shared what we?ve learned through our R&D with Oculus. We?ve showed them our prototypes and demos, we?ve explained how our hardware works, and we?ve provided them with feedback on their hardware designs. By showing them a prototype with low persistence, we convinced Oculus of its importance, and the lack of blur in Crystal Cove is a direct result of that. We collaborated with Oculus on tracking as well. We?re continuing to work with them to improve tracking, displays, lenses, and calibration, and we?re excited about where they?re headed. If Oculus executes well, and so far they seem to be, I think they could well deliver strong presence on the PC within the next two years; we hope that happens, because it would be a huge boost for PC VR."

 

That second paragraph makes it pretty clear to me at least.  If they wanted to compete with Oculus then they probably shouldn't be working with them so closely.  They specifically say "We're continuing to work with them..."  Sure if Oculus falls on it's face or something they may release their own but they have no current plans to do so and they are doing all they can to make sure Oculus succeeds.

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