@nyadc said:
@charizard1605 said:
'Internal processing' is meant to compensate for the PS4's lower spec. It's another box that plugs in as a pass through between the PS4 and PSVR, to supplement the PS4's hardware power, so it can render VR.
Otherwise, no, it's not a comparable product. Any and all hands on impressions of PSVR and Oculus will tell you that Oculus is the superior, the best product of the lot, followed by Vive, followed by PSVR. The PSVR is not a bad product, but the issue between it and Oculus is, as I mentioned, the difference between a high end PC and a console.
I think you're speaking wildly out of turn on this, now you're placing the Vive as an inferior device to the Rift? I don't think you actually know any technical information about these devices and are more or less assuming what you think is what...
That's really how it's coming across... I'm not getting any sense of actual knowledge from posts like this.
Sorry, you're right, Vive is so far comparable to Oculus, so I was wrong there. But as for PlayStation VR vs Oculus, it's not a competition, Oculus is far beyond PlayStation VR.
I think that there’s not many people who already own a PS4 who don’t own a gaming PC who are going to go out and make that roughly $1,500 all-in investment in the Rift. It really is a separate market. They’re bringing virtual reality to a different group of people who I don’t think were ever really a part of our market anyway.
It’s also worth noting that their headset isn’t quite as high-end as ours — it’s still, I think, a good headset — and the PlayStation 4 is not nearly as powerful as our recommended spec for a PC.
SOURCE
The Rift has an extra 10 degrees of field of view on PS VR, giving Facebook's product more opportunity to keep gamers immersed in the experience. Moreover, the Rift's 2,160 x 1,200 resolution edges out PS VR's 960 × 1,080-per eye pixel count.
PS VR has a slightly higher refresh rate, capable of output frames at a frequency of 120 Hz, but that's a power draw and, being attached to a PlayStation, it doesn't have the unbounded resources of a gaming PC.
While Sony has confirmed that PS VR will bear a 5.7-inch panel, Oculus VR has yet to reveal the size of the Rift's faceplate. Both headsets will utilize organic LED for their displays. They'll both support 3D audio, a must, and connections to both HDMI and USB.
The Rift will leverage a magnetometer to orientate the headset in virtual spaces. Both head-mounted displays will make use of accelerometers and gyroscopes for tracking. PS VR will track eyes with the PlayStation Eye Tracking platform, while the Rift will lean on the external Constellation tracking system.
SOURCE
Essentially, Sony is using a mid grade VR solution, using a supplementary computing device to enhance the PS4 to run VR; they are foregoing a lot of elements that Oculus has, that PlayStation VR will not have, including a magentometer; their motion controllers are the PlayStation Move, which we know to not be as accurate to begin with, while Oculus is using the Oculus touch controllers, which have widely been praised as the best controller for VR. PSVR theoretically goes up to 120fps, but it uses interpolation to reach that with multiple games.
Like I said, it's not a competition.
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