PSVR2 hardware authentication has been cracked on PC
neogaf.com
neogaf.com
Imagine the possibilities if Microsoft had actually added multiple HDMI ports on the Xbox Series X:
- screen mirroring for capture cards without passthrough
- native single console multiscreen cockpit view modes for Forza
- Split screen Halo/Goldeneye without actually splitting the screen - LAN party with one console
- minimaps, HUDS on separate screens like the Wii U
- Discord / chat on a seperate screen while streaming
- support for the ecosystem of actually sometimes quite high quality Windows Mixed Reality VR headsets
I wonder if they could technically add more video out ports via the PCI-E based expansion card slot...
https://www.symmetryelectronics.com/blog/what-are-the-licens...
Even if games supported it, who has multiple TVs in their lounge room close enough to connect both of them to your xbox? That sounds super niche.
Ignoring HDCP for the secondary port, it would cost an additional $0.27 to add a secondary hardware port along with whatever cost for the software, which still wouldn't even add up to $5, let alone $50.
It can be a lot of fun to squeeze out every frame you can, but other times I just want to play a game.
Just because everyone is doing it does not mean it was ever a good idea.
You've never run into the 'must update the system firmware and download a 400TB patch to play this game you played yesterday' thing, I guess.
When I had a gaming PC a few years ago, it always wanted to update something on steam or windows then restart.
If you have a 3080 ti or 4090, sure, you have paid to just push play and expect stuff to work (well that still doesn't solve the compilation issues), but then you are leaving a lot of performance / fidelity on the table.
However, if you are even somewhat underpowered (think of all the people that bought 6500 xt or 3050 because of the GPU shortage), you are going to have to do some type of manual tuning. Most users according to the April Steam survey use worse than a 3060 and a large fraction of those use something way worse than a 3060.
Plus the CPU side isn't always a solved issue. I play on an 64 core epyc I primarily use for simulation. I have plenty of power on tap, but the lower clocks plus NUMA arch force me to do some fiddling. And I'm spoiled on that front, over half of gamers still play on 4 and 6 core machines (again, see the steam hardware survey for April) that chock gpus very quickly.
A 300 dollar Series S may not show the most crisp image, but I often use mine to avoid the whole song and dance.
Instead of the video feed alternating between left and right images, it alternates between first player and second player feeds. The glasses, instead of alternating between left-open/right-closed and vice-versa, alternates between both-open/both-closed.
I'm not sure how audio would be handled in this case, and I don't know if anyone actually really supported it in practice, but it was a pretty neat idea.
> Use your Sony #PSVR, Oculus, Pico or Daydream Headset, or Smartphone as a #SteamVR #VR Headset for your PC. Evaluate for free, use In-App Purchase or Steam DLC for "Premium Edition"
If he doesn't want to deal with customers, maybe he shouldn't be selling this as a product
That said, there's nothing wrong with discontinuing the product if he doesn't feel like working on it any more
The advertisement is for the iVRy Driver that he developed for some other hardware options.
The work he's done on reversing the PSVR2 is unreleased and closed source for now.
That's not what they are selling, 'this thing' is work on the PSVR2 not PSVR, one of the things supported by his existing, available now product.
1) Only ever use it from a desktop browser with a sufficiently configured ad blocker. The mobile apps are intentionally designed to pull you out of the thread with only a single line of text delineating where it does so and no way to actually continue with the thread. It's a miserable experience and the people responsible should be ashamed of themselves. They try to pull the same bullshit on the website but it's more obvious there.
2) Twitter has two reply modes. Direct replies are put under the post they're replying to, much like normal linear forum discussions. But then there's retweets. They create a new thread, quoting the previous thread in the topic starter, so to speak... and unlike the standard linear model, the topic starter is done by top posting, with the quoted bit below.
If you plug a headset into a VirtualLink adapter it will go into the "cinematic mode" and function as a floating 1080p monitor with 3dof tracking done by the headset.
https://twitter.com/Thrilluwu/status/1635374573368778752?s=2...
Given someone gets the PSVR2 working on PC there would be incentive among enthusiasts to create hobbyist-grade hardware at least.
Normal USB-C DP Alt Mode delivers either four lanes of DP and USB 2 or two lanes of DP and both varieties of USB. VirtualLink takes the 4xDP variant and upgrades the USB pairs to support 3.x modes, but that means if you plugged a USB 2 device in to the headset itself there'd be nowhere to route that traffic.
A chip was developed to bridge the gap and allow USB 2 devices to connect to the USB 3 bus, but there were quirks and it ended up not being ready in time to be useful to the VR market. Valve eventually cancelled their adapter plans and that was the end of it.
This Hackaday article has a lot of useful links including an open source breakout board design for the chip in question: https://hackaday.com/2022/03/07/a-chip-to-address-the-fundam...
AIUI the tech just isn't there for this.
There's latency and packet loss to deal with, whenever there's a radio in the path.
I will say I agree with using it wireless being the default recommendation, but there's a reason people still buy fiber optic USB-C cables.
If you have a good WiFi setup, which a lot of people do not (and a lot of people who think they should have good WiFi because they spent a lot of money on it still don't because they don't understand what they bought), it's perfectly fine for most games that don't depend on tight timing, but you can still tell when playing Beat Saber or similar. I noticed it most as input jank on the controllers, both compared to the Vive and native Quest apps.
IMO the right answer is a Quest-like standalone handset with a VirtualLink style input to allow uncompressed signals with predictable latency to flow between the two. Best of both worlds. Wired Quest now is effectively just using the USB port as a network interface rather than a display.
I get a headache just from thinking about it.
I use my Quesr 2 with my PC (4090) all the time and it's great. The lag is minimal and I have no motion sickness.
I use a dedicated wifi 6 ap with its own SSID though because I noticed multiple devices on the same AP causes stuttering. Probably from switching between higher and lower modulations.
But this way it works perfectly. I hope the Quest 3 will get wifi 6E for more free channels
How many of them are actually being used and not stored in some closet?
The Quest 2 can do SLAM on the head set plus the 2*2K resolution 3D rendering in real time on a 4 year old QUALCOMM chip running Android OS on top and it costs less than the PSVR2.
So Sony can definitely afford to put a processor in the headset just for the SLAM compute alone since the 3D rendering is done on the PS5.
The chip in any optical mouse is a low resolution camera and DSP computing SLAM algos at hundreds of times a second and costs peanuts. VR headsets have more resolution to process and account for the third dimension in space but they also don't have to process the entire picture but just the differential movement of the LEDs captured in their blanking intervals, processed as white dots in B/W images, further simplifying things.
So pretty sure the PSVR2 SLAM compute can be done on an ARM chip or FPGA worth ~ 10 USD nowadays.
USB Power Delivery (USB PD)
In case anybody else also wasn't familiar