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Farsight Studios
The Pinball Arcade / Farsight Studios
Platform Specific
Playstation 4
PS4: Better physics and/or graphics vs 3D capability.
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<blockquote data-quote="Alex Atkin UK" data-source="post: 146071" data-attributes="member: 1290"><p>I think <a href="http://www.gamasutra.com/blogs/IvanBlaustein/20131029/203543/Do_We_Need_4K_Resolution_For_Immersive_Virtual_Reality.php" target="_blank">this article</a> may be a bit of an eye opener for you then.</p><p></p><p>The point is that not only is the screen really close to your face so you will be able to see the pixels easier (spoiling the illusion) but also its not displaying 1080p because there are some blank parts of the screen due to how the lenses work. Take for example this Skyrim mod:</p><p><a href="http://riftmod.com/wp-content/uploads/2013/07/Skyrim-HUD-Corrected-for-Oculus-Rift.jpg" target="_blank"><img src="http://riftmod.com/wp-content/uploads/2013/07/Skyrim-HUD-Corrected-for-Oculus-Rift-300x168.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p><p></p><p>Even then, a lot of the pixels are dedicated to your outer peripheral vision where you only need low resolution data as you do not actually focus on anything there you just "perceive" it. So the end result is a much lower resolution in your primary vision. By cramming in a higher resolution screen you can maximise the pixel density in that area while the console/PC is "theoretically" only really dealing with the same amount of data as a normal 1080p 3D game. How that would be accomplished in a game engine though may be far more complicated than I am thinking, it may need writing from the ground up for VR to do that which probably isn't practical.</p><p></p><p>Of course the above factors are probably a positive for PS4, as it means the extra effort of rendering stereoscopic 3D is offset by the reduction in resolution per eye. But at the end of the day, more pixels is better when it comes to avoiding big ugly pixels right in front of your eyeballs. I'm happy for the Sony headset to use 1080p to get that important affordability factor in there, but I expect Oculus to go all out and shoot for higher for the ultimate VR headset.</p><p></p><p>What would be nice is if you could swap out the VR lenses for standard headset lenses, so you could use it as a replacement for a 3D TV with zero crosstalk. That said, it would still only be 960x1080 per eye at best, likely less as you must need something in the middle of the screen to ensure no light from the right side of the screen gets into the left lens, vice versa.</p></blockquote><p></p>
[QUOTE="Alex Atkin UK, post: 146071, member: 1290"] I think [url=http://www.gamasutra.com/blogs/IvanBlaustein/20131029/203543/Do_We_Need_4K_Resolution_For_Immersive_Virtual_Reality.php]this article[/url] may be a bit of an eye opener for you then. The point is that not only is the screen really close to your face so you will be able to see the pixels easier (spoiling the illusion) but also its not displaying 1080p because there are some blank parts of the screen due to how the lenses work. Take for example this Skyrim mod: [url=http://riftmod.com/wp-content/uploads/2013/07/Skyrim-HUD-Corrected-for-Oculus-Rift.jpg][img]http://riftmod.com/wp-content/uploads/2013/07/Skyrim-HUD-Corrected-for-Oculus-Rift-300x168.jpg[/img][/url] Even then, a lot of the pixels are dedicated to your outer peripheral vision where you only need low resolution data as you do not actually focus on anything there you just "perceive" it. So the end result is a much lower resolution in your primary vision. By cramming in a higher resolution screen you can maximise the pixel density in that area while the console/PC is "theoretically" only really dealing with the same amount of data as a normal 1080p 3D game. How that would be accomplished in a game engine though may be far more complicated than I am thinking, it may need writing from the ground up for VR to do that which probably isn't practical. Of course the above factors are probably a positive for PS4, as it means the extra effort of rendering stereoscopic 3D is offset by the reduction in resolution per eye. But at the end of the day, more pixels is better when it comes to avoiding big ugly pixels right in front of your eyeballs. I'm happy for the Sony headset to use 1080p to get that important affordability factor in there, but I expect Oculus to go all out and shoot for higher for the ultimate VR headset. What would be nice is if you could swap out the VR lenses for standard headset lenses, so you could use it as a replacement for a 3D TV with zero crosstalk. That said, it would still only be 960x1080 per eye at best, likely less as you must need something in the middle of the screen to ensure no light from the right side of the screen gets into the left lens, vice versa. [/QUOTE]
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The Pinball Arcade / Farsight Studios
Platform Specific
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PS4: Better physics and/or graphics vs 3D capability.
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