@dxmcat said:
1080p is absolute ass for a vr headset per eye.
4k minimum unless you like seeing pixels.
Maybe for next gen?
I'm still looking into VR headset resolutions:
https://www.androidcentral.com/what-does-sony-need-do-fix-playstation-vr
Increasing the resolution inside the headset would instantly make the games more enjoyable, reduce eye strain, and sharpen the graphical quality considerably. Where the Rift and Vive use one screen per eye, each with a resolution of 1080 x 1200 pixels, the PSVR only has a single screen at 1080 x 960, and you can feel the difference. The PSVR will need to push the resolution up if it wants to compete in a room scale world. With better screens being made almost daily and Sony having a screen division this shouldn't be too difficult for them to accomplish and will go a long way to making the PSVR 2.0 a contender.
What I mentioned earlier is even better than current common resolutions probably some sort of anamorphic/reverse anamorphic?.
The aforementioned Rift and Vive seems to deliver almost 2.6m pixels. My suggestion earlier was 1920x1080 per eye and that's a total of more than 4.1m pixels.
That seems pretty grounded specially if Sony will still target a more low cost of entry next gen VR headset.
Who knows, Sony could create a PS5 VR Pro too. One that might have 4K screens but might be sub optimal as a lot of 3D games with good graphical settings will likely be sub native.
Even the Vive Pro only seems to have 1440x1600 per eye and costs $ 799.
If Sony would still target $ 199 headset only / $ 299 bundles for next gen maybe 1280x1440 per eye would be more realistic (even less than 1920x1080 per eye) but I do hope it's able to do true HDR/WCG and other image boosting qualities outside of resolution. Throw in other tech QoL for VR too if it can fit in that budget.
Maybe Sony should raise the prices to have a better base VR headset and to combat the new tariffs.
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