PSVR 2

With the PSVR 2 on the horizon it seems to me a no brainer at the very least to release a Horizons VR game for the PS5. FD are perfectly positioned to storm the VR world with what is reported to be one of the best VR experiences. I've got my my fingers crossed but have my doubts.
 
First you need to buy a very restricted in units PS5 console from some were at a Now INCREASED retail price not the launch price...
Then you have to buy an even more restricted and lower in unit product even more expensive unit in VR2.. which is not even available from domestic retail but instead only available from SIEE direct.... You are not allowed to just get one from amazon or ebay you have to use sony direct and that service is not available global but only a vvery few countries...

Even if those who did preorder it do actualy get it that user base will only have it will not be made up of players that could even like elite dangerous and are pre-ordering for Horizons zero dawn and NMS so would never buy Elite dangerous at all any way...
Plus all console developement is DEAD hence the title for the server system being LEGACY aka as in old, dead producr, tired past it and useless aka legacy...

VR is dead on PC Elite dangerous hence ZERO development for the live version and the DLC and that actually all ready has a proven user base with low cost usable Headsets all ready sold...
 
There's a case to argue that the franchise would become the hot ticket PSVR game. This is if nothing else good PR. And technically the game is fully coded and ready to ship barring some tweaks.
I'm just thinking of the possibilities that FD will almost certainly pass up.
 

stormyuk

Volunteer Moderator
PSVR 2 is a definite wait and see for me. The first one I got a the gen 2 version much later than release and to be honest it was very niche and I struggled with nausea pretty badly.

Not sure a higher resolution and frame rate will save me from that.
 
Long time PlayStation player, after such a disappointing past year for my favorite game I just wanted to say that it’s a crime that elite won’t ever see psvr2 support. I’ve been cruising around in no man’s sky this week and it’s just making me sad that we won’t get elite vr on console. Fdev should honestly just farm out a console update to someone who cares.
 
It would push the psvr2 as a really nerd headset as well as it would be a perfect new aera for a new ed player wave. At this moment, there are not really much games out there for psvr2, but this head set has a huge visibility on the market. Pls pls pls...
 
VR gives them the option to continue support for the PS5 . Hopefully FD will make this dream a reality. Just looking at the lineup available now ED would've been a day 1 purchase.
 
PSVR 2 is a definite wait and see for me. The first one I got a the gen 2 version much later than release and to be honest it was very niche and I struggled with nausea pretty badly.

Not sure a higher resolution and frame rate will save me from that.
I don't know about the nausea (it has never been a problem for me, at least as long as camera rotation with the controller is stepped), but the resolution of the PSVR2 is just incredible. I have so far tried two different VR goggles before it, the first PSRV, which resolution is just horrendous, and the Oculus Rift S, which has a significantly better resolution, but you can still quite clearly distinguish pixels and images are still noticeably pixelated (unless heavily antialised), and the PSVR2 is a country mile ahead of those in terms of resolution. They just found the sweet spot where pixels are so small that you pretty much don't notice them and the image does not look pixelated. You can actually read even small text (that was pretty much impossible to read with the PSVR). And the screendoor effect is so subtle and unnoticeable that it's pretty much effectively non-existent (you really, really have to look for it, against certain backgrounds, to notice it very faintly).

It's also miles ahead of the PSVR in terms of usability and features.
 
I have no experience with PSVR(2) as I am on PC, but in my experience there are a few key factors that influence nausea. On the hardware side, that is first and foremost the framerate. If it is too low and/or not steady, I still get sick even after thousands of hours in VR. I rather lower the resolution and compromise on visual fidelity than on frame rate.

On the gameplay side, unexpected forced movement is the worst, along with your view not moving along with your head movement. One such example in ED is when I am in the camera suite and accidently touch the mouse, which moves the camera in such a weird way that I get dizzy immediately.
 
I have no experience with PSVR(2) as I am on PC, but in my experience there are a few key factors that influence nausea. On the hardware side, that is first and foremost the framerate. If it is too low and/or not steady, I still get sick even after thousands of hours in VR. I rather lower the resolution and compromise on visual fidelity than on frame rate.
In theory framerate should never be a problem in VR because most if not all VR systems (and/or games, I'm not sure) use this technique, which name I can't remember, where what's shown on screen for each eye is just a quad with the scene (for that eye) as a texture. These two quads are always updated at full framerate regardless of how fast or slow the game is updating its rendering of the scene itself. Essentially, as you turn your head it's just this quad that gets rotated and moved accordingly. When the game gets the next frame rendered, the quads are then re-positioned to be directly in front of your eyes once again, with the updated texture.

If the game is slow to render a frame, and you rotate your head while the render isn't updating, you start seeing this quad being rotated accordingly instead (breaking the illusion). It looks unrealistic and jarring (the more you get to rotate your head from the intended position, the more you see that it's just a flat plane), but it shouldn't cause nausea. If the game is just slightly slow (eg. it can only render at half the framerate of the headset's framerate) you probably won't even notice the plane.

Of course even this technique sometimes fails and even the quad isn't updated at full framerate, in which case the image is just stuck and doesn't respond to your head movements. If this happens very often then it can be very bothering and nauseating.

On the gameplay side, unexpected forced movement is the worst, along with your view not moving along with your head movement. One such example in ED is when I am in the camera suite and accidently touch the mouse, which moves the camera in such a weird way that I get dizzy immediately.
Then I'm sure you would like those rollercoaster games which move on their own with you on board. :p
 
In theory framerate should never be a problem in VR because most if not all VR systems (and/or games, I'm not sure) use this technique, which name I can't remember, where what's shown on screen for each eye is just a quad with the scene (for that eye) as a texture. These two quads are always updated at full framerate regardless of how fast or slow the game is updating its rendering of the scene itself. Essentially, as you turn your head it's just this quad that gets rotated and moved accordingly. When the game gets the next frame rendered, the quads are then re-positioned to be directly in front of your eyes once again, with the updated texture.

If the game is slow to render a frame, and you rotate your head while the render isn't updating, you start seeing this quad being rotated accordingly instead (breaking the illusion). It looks unrealistic and jarring (the more you get to rotate your head from the intended position, the more you see that it's just a flat plane), but it shouldn't cause nausea. If the game is just slightly slow (eg. it can only render at half the framerate of the headset's framerate) you probably won't even notice the plane.

Of course even this technique sometimes fails and even the quad isn't updated at full framerate, in which case the image is just stuck and doesn't respond to your head movements. If this happens very often then it can be very bothering and nauseating.
You are referring to reprojection. There are a few different variants of it, Meta/Oculus calls it Asynchronous Space Warp (ASW), in SteamVR it is called Motion Smoothing. The basic principle is the same: The panel framerate is always the same, and if the system cannot deliver the frame within the allocated frame time (for 90 Hz this would be 11.1 ms), reprojection kicks in, the headset switches to half the frame rate and "interpolates" the missing frames. This works better the closer your system is to being able to maintain the target frame times (you get more artefacting the more frames the headset has to generate), and breaks down the moment the frame rate falls below half the refresh rate. Depending on the implementation there are various artefacts that go along with it. In ED you can see those artefacts very clearly, for example on vertical lines in the HUD when your ship is rotated by the hangar floor. Vertical lines start to get "jiggly" and are not straight anymore, if you know what I mean. You can also get ghosting and blurry text. With reprojection, the rendering is decoupled from yout head movement; once reprojection breaks down, the head tracking also gets very janky, and that is really nauseating.

This technique is actually being adapted to 2D games to decouple the game frame rate from the render frame rate to reduce and minimize effects like input lag or the problems you get when you tie physics to the (render) frame rate.
Then I'm sure you would like those rollercoaster games which move on their own with you on board. :p
Strangely enough I find roller coasters not so bad. Probably because it is a seated experience in-game as well as for your body. It is much worse in roomscale environments, and strangely enough in ED's camera suite when I use the mouse. Moving in the camera suite with the joystick is perfectly fine. Probably because I have more fine control over it. Generally it is probably worse when there is less visual reference around you that moves "with you". I can do smooth motion in games like Alyx, but I need some time to adjust to it and cannot do it for extended period of time. Because of that, I played Alyx with the "zoom" movement - I forgot how it was called. Not the teleport, but the one where you do one swift move to the indicated position. That was okay for me and less disorienting as the fade to black - move - fade up at a different position. That is annoying.
 
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Here is a video showing reprojection for 2D in action:
The (original) PSVR uses a version of it where it's an infinite plane instead of just a screen-sized quad, so if the game gets stuck for a significant amount of time and you rotate your head you start seeing the infinite plane with the scene tiled infinitely on it. It's quite trippy when that happens. It's a bit like you suddenly get a glimpse of the real nature of the universe, as if you temporarily jumped out of the 3D universe and are looking at it from the outside, and its true nature is revealed.
 
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