The making of PlayStation VR
polygon.com
polygon.com
Working in their favour:
- A massive hardware share in living rooms already with the PS4
- The ability to sell VR hardware as a loss leader and make money back on software, undercutting the competition
- The already announced games look great and have large fanbases, for example Gran Turismo Sport, Tekken 6, Ace Combat 7, Until Dawn, and Psychonauts. If the rumoured No Man's Sky VR comes true, that is a massive boost to the PSVR library.
The 120Hz refresh rate is not an advantage, because they use a frame doubling technique to accomplish it. They worded that carefully to tout the refresh rate vs FPS to obfuscate that difference. The games will run at 60fps but the headset will "upscale" to 120Hz. I've read and watched reviews saying this works out surprisingly well, but still doesn't hold up to 90+ real frames per second.
And then... Rez Infinite.
Then I was like SIGN ME THE FUCK UP.
https://www.youtube.com/watch?v=iWproPHhHd0
Rift is falling behind new upcoming players and the space is definitely heating up...but I just don't think Facebook players are going to be playing Animal Farm or whatever it is they play now on Rift...more likely that Steam and console gamers stands to gain from this competition.
I think that Oculus Rift was the first to start but Sony, HTC, Valve, all these companies with direct access to gamer markets will be poised to grab the torchlight from Rift.
I just have a hard time visualizing Luckey getting lucky twice when VR hardware is vastly improving at speeds that are now starting to outpace the Rift.
I wonder how long until we begin to see haptic devices for all of our senses not just visual but olfactory, tactile, sense of gravity.
Then it's only a matter of time before all these human experiences are digitized and serialized into separate haptic channels and replayed in synchronous format.
Imagine a future where you can experience anything anywhere anytime as if you did these things yourself. Will it be augumented reality with holograms being beamed into a room with ultrasound wave generators simulating tactile sensation?
The race for virtual reality sex is on.
and inertia. Any idea how they could do that?
Then you could generate inertia and g-forces by creating a centrifugal effect. For instance, to simulate a negative g maneuver in an airplane, you'd flip the user upside down and then rapidly spin the occupant towards the direction that creates the g-force due to centrifugal effect. Since you are constantly spinning at a very fast rate of speed, and wearing a helmet and headset you are unaware of this fact.
I'm not quite sure how safe this setup would be (spinning people for hours and hours at very high speeds)