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Thread: PlayStation VR2 - Virtual Reality Headset

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    Default PlayStation VR2 - Virtual Reality Headset

    XèÝò ï ðñÝäñïò ôïõ R&D ôìÞìáôïò ôçò Sony, Dominic Mallinson, ìßëçóå óôï Collision 2019 ôïõ Ôïñüíôï ãéá ôï VR íÝáò ãåíéÜò, äßíïíôáò êÜðïéá hints ãéá ôï PSVR2. Ï ôßôëïò ôçò ïìéëßáò ôïõ Þôáí ''The future is bright for virtual reality'', êÜôé ðïõ äéþ÷íåé ìÜëëïí êÜèå áìöéâïëßá ãéá ôï ðüóï ðéóôÝõåé ç Sony óôçí ôå÷íïëïãßá.


    Áñ÷éêÜ ìßëçóå ãéá ôéò ðùëÞóåéò.
    ''We’re very happy with those numbers and very happy with the position, But we know we can do better. There are over 96 million PlayStation 4s in the market today. And every single one of those is capable of delivering a great VR experience. So we’d like to convert many, many more of those people to be PSVR users. And we won’t just stop with PS4
    Åßíáé ìåí ÷áñïýìåíïò ðïõ ôï PSVR åßíáé ôï ðñþôï óå ðùëÞóåéò VR Headset, áëëÜ óôçí Sony èÝëïõí íá åðéôý÷ïõí ìåãáëýôåñç äéåßóäõóç óôçí áãïñÜ ãéá ôï VR, ôïóï ìå óôï PS4 üóï êáé óôï PS5. Ôþñá ç áíáöïñÜ óôï PS5 ìðïñåß íá Ý÷åé íá êÜíåé ìå ôçí ìå ôçí åðéâåâáéùìÝíç õðïóôÞñéîç ôïõ PSVR óôï PS5 Þ êáé ìå ôï PSVR2, ãéá ôï ïðïßï öáßíåôáé íá Ý÷ïõí ìåãáëõôåñåò öéëïäïîßåò.

    Ï Mallison óôçí ðáñïõóßáóç óôÜèçêå óå 3 âáóéêÜ ìçíýìáôá/óõìðåñÜóìáôá:

    1. VR’s impact is unlike any other media.
    2. Rapid improvements in VR tech will further widen its appeal.
    3. Great content is already here, but we need more.


    Ìå ëßãá ëüãéá, ðéóôç ãéá ôï ôé ìðïñåß íá ðñïóöÝñåé ôï ìÝóï, êáôáíüçóç ôçò áíÜãêçò íá ãßíåé ðéï ìáæéêÜ áðïäåêôü ìÝóá áðï ôéò âåëôéþóåéò êáé áíÜãêç ãéá áêüìá êáëýôåñá ðáé÷íßäéá/åöáñìïãÝò.

    1. VR’s impact is unlike any other media.

    VR engages all of your senses in a more heightened way, It engages your eyes in a more heightened way. It engages optics in a more heightened way. You just don’t get that in any other medium.”

    Mallinson briefly talked about how people who suck at golf feel empowered playing the game in VR. He described — but emphasized that it’s impossible to do it justice — the incredibly unique feeling of flying around like Iron Man.
    Ãéá ôï Golf äåí ìðïñù ðáñá íá óõìöùíÞóù üðùò Ýãñáøá êáé óôï review.

    2. Rapid improvements in VR tech will further widen its appeal.

    Eäù óôáèçêå áñ÷éêÜ óå 3 ôïìåéò ïðïõ èá õðÜñ÷åé åîÝëéîç


    á. ¸äùóå hint ïôé ç áíÜëõóç ðåñßðïõ èá äéðëáóéáóôåß ãéá íá äßíåé ôçí áßóèçóç ''high definition'' (1080p). Åäþ íá óçìåéþóïõìå ïôé ôï PSVR äßíåé áßóèçóç sub HD Ready êáé ßóùò ðéï êÜôù.

    â. Ôï field ïf view ôùí ìáôéþí ìáò õðïóôÞñéîå ïôé åßíáé óôéò 180 ìïßñåò êáé ðåñéìÝíåé ç íÝá ãåíßá íá ðñïóöÝñåé êïíôÜ óôéò 120 ìïßñåò, ìå ôï FOV ôïõ PSVR1 íá âñßóêåôáé óôéò 100 ìïßñåò. Åäþ ìÜëëïí åßíáé ëïãéêü íá ìçí ãßíïíôáé ôåñÜóôéá Üëìáôá ãéá áõôÜ áðáéôïýí ìåãáëõôåñç áíÜëõóç êáé displays ðïõ óçìáßíåé ìåãáëýôåñï êüóôïò, åðßóçò ôï ìåãáëýôåñï FOV öåñíåé êáé ìåãáëýôåñï discomfort.

    ã. Ôåëïò, ôüíéóå ôçí áíÜãêç ôïõ HDR ãéá ôçí âåëôßùóç ôçò áßóèçóçò ðáñïõóßáò ''The human eye sees an enormous range of light from bright sunlight to deep shadow. Today’s VR panels only capture a tiny fraction of that. So in order to increase the sense of presence, I do expect to see HDR adopted in the near future''.




    Ôá ðáñá ðÜíù Ý÷ïõí íá êÜíïõí ìå ôçí âáóéêÞ åîÝëéîç, áëëÜ áíáöÝñèçêå êáé óå äýï åðáíáóôáôéêÝò áëëáãÝò.

    á. Ôçí åðéëïãÞ ãéá wireless, äßíïíôáò Ýíá hint ïôé èá ìðïñïýóáí íá õðÜñ÷ïõí äýï åêäüóåéò PSVR2 (wireless êáé ìå êáëþäéï).





    â. Eye Tracking(áíáöåñüôáí óå áõôü ùò Gaze tracking)
    AõôÞ ç ôå÷íïëïãéÜ èá âïçèÞóåé óå áñêåôïýò ôïìåßò, ïðùò ç áëëçëåðßäñáóç ìáò ìå ôï ðåñéâÜëëïí êáé ôïõò NPCs Þ ðñáãìáôéêïýò players. Èá ìðïñïýóáìå ðéï åýêïëá íá êÜíïõìå åðéëïãÝò áðï ôï ìåíïý Þ õðïèåôéêÜ íá îåêéíÜ åíá set piece åêåß ðïõ êïéôÜìå. Áëëá êáé ôá äåäïìÝíá áðï ôï ðïõ óôñÝöïõìå ôçí ðñïóï÷Þ ìáò èá ìðïñïýóáí íá áðïôåëÝóïõí ÷ñÞóéìï ïäçãü ãéá ôï ðùò éóùò ó÷åäéÜæïíôáé ôá ðáé÷íßäéá(!). Ôï IPD (interpupillary distance) åðßóçò èá åßíáé áõôüìáôï êáé îå÷ùñéóôü ãéá ôïí êáèÝíá. ¸ôóé èá áíôéëáìâáíüìáóôå ôïí 3D ÷þñï êáëýôåñá(ðéï óùóôá ôá ìåãÝèç).

    ã. Foveated Rendering.
    Ìáæß ìå ôï eye tracking èá äþóïõí åíá ìåãÜëï boost óôï image quality, êáèþò ôï PS5 èá ÷ñåéáóôåß íá êáíåé rendering óå full áíÜëõóç ìüíï óôï óçìåßï ðïõ êïéôÜìå. Aõôü áðï ìüíï ôïõ åßíáé éêáíü èá äþóåé Ýíá ìåãÜëï Üëìá óôï ïðôéêï áðïôÝëåóìá. ¸éíáé ðïëõ èåôéêü ïôé ãßíåôáé áíáöïñÜ óå áõôç ôçí ôå÷íïëïãßá, ãéáôß õðÜñ÷åé ðÜíôá Ýíá åñùôçìáôéêü ãéá ôï áí èá ðñïëÜâïõí íá ôçí åíóùìáôþóïõí óôï íåï PSVR. YðÜñ÷ïõí áêüìá äõóêïëßåò ìå ôçí ôå÷íïëïãßá.




    3. Great content is already here, but we need more.

    ¸éíáé óçìáíôéêü ïôé ôïíßæåôáé ç áíÜãêç ãéá content, êÜôé âÝâáéá ðïõ ç Sony ìå ôéò ôåëåõôáßåò áíáêïéíþóåéò ðáé÷íéäéþí áðïäåéêíýåé ïôé ôï Ý÷åé øçëÜ ùò ðñïôåñáéüôçôá ãéá ôï VR. Ï Mallinson åäþ äåí óôÝêåôáé ìüíï óôá games, áëëÜ êáé óå Üëëåò ðéèáíÝò åöáñìïãÝò.


    Ôåëïò, áíáöÝñåé îáíá ôï ðüóï óçìáíôéêü åßíáé ôï VR ãéá ôçí Sony êáé âÜæåé ìÜëëïí ôÝëïò óôéò åëÜ÷éóôåò öÞìåò ðïõ ìßëáãáí ãéá õðï÷ñåùôéêü bundle ìå ôï PS5.
    How integral will VR be to the next PlayStation?

    “It’s important. I think you will still have a great experience if you don’t have VR. If you have VR, you’ll get something that you otherwise wouldn’t be able to get. But you don’t have to have VR.”


    ÐçãÞ: https://venturebeat.com/2019/05/23/p...ng-and-ar/amp/
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    ÓõíÝ÷åéá...

    Ãéá ôá ÷åéñéóôÞñéá:
    "We knew if we went back into the R&D labs and we did something brand-new, we could have created something better than PlayStation Move, but it would have cost more," Mallinson says, but hints that a better solution is coming. "We do recognize that does need to be evolved, and in the future we will obviously replace it."

    Å ðñïöáíþò èá Ý÷åé íÝá ÷åéñéóôÞñéá. ¸÷ïõìå äåé áëëùóôå áñêåôÝò ðáôÝíôåò.

    Ãéá ôï ðüôå èá êõêëïöïñÞóåé:
    "There's no reason for us to coincide it with a new console. From the point of view of the consumer, to be bombarded with many many things -- oh, you have to buy this, you have to buy that -- is a message that we don't want to send. In some ways, it's good to have a little breathing space between those things."

    Ïðüôå 2021-23. Èá Ýëåãá ïôé ôï 22 åßíáé êáëç ðåñßïäïò áí ìðïñïýí íá Ý÷ïõí Foveated Rendering. Èá Ý÷ïõí óõìðëçñùèåß êáé 6 ÷ñüíéá áðï ôï ðñþôï. Áí ôåëéêÜ êõêëïöïñÞóåé ôüôå, èåùñþ áðßèáíï íá ìçí âãåß V3 ôïõ PSVR1 Þ êáôé ðéï slim ìÝóá óôïõò åðüìåíïõò ìÞíåò ìÝ÷ñé êáé 2 ÷ñüíéá áðï ôþñá.

    Ç äéêÞ ìïõ åêôßìçóç åßíáé ïôé äåí ðáßæïõí åðéèåôéêÜ óôá specs ôçò ïèüíçò ãéá íá êñáôÞóïõí ôï êüóôïò ÷áìçëÜ, áëëá êáé ãéá íá ìðïñïýí íá ôñÝîïõí ôá PS5 games åýêïëá óôï PSVR2. Ìå åíá proper Foveated rendering èá ìðïñïõí íá ôá âãÜæïõí êáé ìå êáëýôåñá ãñáöéêÜ Þ óôá 90fps. Äåí îÝñïõìå óå ôé åðßðåäï èá Ý÷åé öôáóåé ç óõãêåêñéìÝíç ôå÷íïëïãßá ôï 2021-23, áëëá ìåëëïíôéêá ðéóôåõåôáé ïôé ôá ãñáöéêÜ óå VR èá îåðåñíïýí áõôÜ ðïõ èá âãÜæåé ç êïíóüëá. Ãéá ôçí þñá èá ìðïñïýóå íá âïçèÞóåé óôï íá ôñÝ÷åé ôï íåï GTA îåñù ãù óôá 60fps óå VR, åíù ç âáóéêÞ flat version íá ôñÝ÷åé óôá 30 óôï PS5. Ïëá áõôÜ âÝâáéá åßíáé õðïèÝóåéò êáé åîáñôÜôáé áðï ôçí áêñéâåéá ðïõ èá êáôáöÝñïõí óôï tracking ôïõ fovea.

    ''It could have practical benefits, too: eye tracking can help reduce graphics load to make games perform better via a technique called foveated rendering, which could help a game console perform more like a high-end PC. "It's a win-win in that respect,"

    ÌáêÜñé íá ôï êáôáöÝñïõí ìå ôï PSVR2(áëëÜ ãéá íá ôï áíáöÝñåé, ìÜëëïí åßíáé óôá ó÷Ýäéá).

    Ãéá áõôü ðïõ äåí ìßëçóå êáèüëïõ åßíáé ç ìÝèïäïò tracking ðïõ èá ÷ñçóéìïðïéåß.

    https://www.cnet.com/news/sonys-vr-p...less-and-more/
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    Ðïëý êáëÜ ôá íÝá ãéá íá åßíáé áëçèéíÜ. ÌáêÜñé íá îåêéíÞóåé ìå áõôÞ ôçí ôéìÞ áëëÜ ôï âñßóêù éäéáßôåñá äýóêïëï.

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    Ôå÷íéêÜ åßíáé ôï next step ðïõ ðåñéìÝíïõìå, ç ôéìÞ âÝâáéá åßíáé ðïëý êáëÞ ãéá íá åßíáé áëçèéíÞ.
    ÌáêÜñé âÝâáéá íá éó÷ýåé. Ìå ôÝôïéá ôéìÞ èá ðïõëÞóåé óáí æåóôü øùìß.

    ÓôÜëèçêå áðü ôï POCOPHONE F1 ìïõ ÷ñçóéìïðïéþíôáò Tapatalk
    Spoiler!

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    Åãþ äå óôÝêïìáé ôüóï óôçí ôéìç, ç ïðïßá, ïê, ìðïñåß íá åéíáé áõôÞ, ìðïñåß íá åéíáé ìåãáëýôåñç êëð, áëëá óôï ïôé åðéôÝëïõò äå èá Ý÷ïõìå êáëþäéá!!!! Å÷ù ôï PSVR ìïõ óå áðñáîßá ãé'áõôïí ôïí ëüãï êáé ìüíï. Äåí åéíáé êÜôé íá áëëÜæåéò ôï êáëþäéï, áëëá åôóé üðùò å÷ù åãþ ôçí TV ìïõ, åéíáé èÝìá.

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    Quote Originally Posted by Dragonpaul View Post
    Åãþ äå óôÝêïìáé ôüóï óôçí ôéìç, ç ïðïßá, ïê, ìðïñåß íá åéíáé áõôÞ, ìðïñåß íá åéíáé ìåãáëýôåñç êëð, áëëá óôï ïôé åðéôÝëïõò äå èá Ý÷ïõìå êáëþäéá!!!! Å÷ù ôï PSVR ìïõ óå áðñáîßá ãé'áõôïí ôïí ëüãï êáé ìüíï. Äåí åéíáé êÜôé íá áëëÜæåéò ôï êáëþäéï, áëëá åôóé üðùò å÷ù åãþ ôçí TV ìïõ, åéíáé èÝìá.
    Óáöþò êáé èá åßíáé ôåñÜóôéá âåëôßùóç... áëëÜ wireless óå óõíäõáóìü ìå áõôÞ ôçí ôéìÞ êáé ôá áñêåôÜ áíåâáóìÝíá specs = ôñÝëá !

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    Ôï áñèñï ãñáöåé ãéá 220 fov åíù ç Sony å÷åé ìéëçóåé ãéá 120 ãéá ôçí íåá ãåíéá.
    220 FOV åéíáé óôï ôåñìá, äëä ó÷åäïí ïðùò âëåðåéò êáé ôùñá óôçí êáíïíéêç æùç.
    Åðéóçò wireless óôï ðáêåôï ôùí 250 åõñù?

    Eye tracking êáé foveated rendering ðéèáíïôáôá èá õðïóôçñéæåé. Áðëá ôá ðáñáðáíù äåí ìïõ öáéíïíôáé ôïóï ñåáëéóôéêá.
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    Sony patent points to next-gen PlayStation VR


    Sony's patent for a new PlayStation VR headset depicts several new features which may turn up in a next-gen version of the device.

    The filing (dug up by LetsGoDigital, the same site which unearthed Sony's patent for the PlayStation 5 dev kit), originates from February 2019 but has only been made public this week.

    Images show plans for a PSVR headset which includes two front and one rear cameras. A further camera is included on a PlayStation Move-style controller.



    These headset cameras are in addition to the LEDs installed around the current unit. A microphone will again be included. There's also the option for a further, separate camera to track the user's movements - like the PlayStation Camera or Kinect.


    Most excitingly, perhaps, is the mention the headset could be operated wirelessly, with data sent and received by Bluetooth. This would mean the unit also includes its own power supply.

    One final point is the ability for the headset to show a "transparent" view - made possible by those front-facing cameras - so you could see your surroundings through the screen. Images from both of these cameras can be displayed at the same time, one per eye, producing a stereoscopic 3D effect. Alternatively, they could be used to overlay AR effects on your real-world surroundings.


    Sony has pledged that all current PSVR headsets will work with PS5. But it still makes sense that PlayStation will also update its ageing virtual reality tech with a more advanced model. Whether this headset will simply offer more precise movement tracking and wire-free play, or if certain VR games will demand a newer model - well, that's for Sony to decide.
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    Hideo Kojima ‘Really Interested’ In VR But Currently ‘Not Free Enough’

    As soon as the interviewer utters the words ‘virtual reality’, you can hear Kojima express a cute little sound of excitement, even before the translator has even begun translating the question itself. His response (through the translator, which we have also edited grammatically for clarity) was as follows:

    “Well I want to create something [where] you don’t get 3D motion sickness. But for VR, I’m really interested in it [but] I think I’m not free enough.

    I said [on] the panel yesterday – in the 120 years that the [Lumiere] brothers created, we have a monitor or we have this square like [a] iPad or iPhone. We have a frame, right? VR [is] kind of freed from the limitation of this frame aspect. So I want to do it, definitely, but I don’t have really time right now to concentrate on VR.

    VR Version Of Horizon: Zero Dawn Rumoured For PlayStation VR

    Máëëïí êáðïéï spin-off? Ôï âáæù óå áõôï ôï thread ãéáôé óå ðñùôç áíáãíùóç öáéíåôáé ïôé èá ôï äïõìå ôïõëá÷éóôïí êáé óôï åðïìåíï headset.
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    ÔóÝðçò åðéôñåðïýóçò, èá åßíáé day one áãïñÜ ãéá åìÝíá ç version 2 ôïõ PSVR. ãéáôß ôï ðñþôï äåí ôï Ý÷ù ðÜñåé. Ðïëý êáëÜ ôá íÝá (Þ öÞìåò) þò ôþñá, ãéáôß èá åßíáé êÜôé ðïëý ðéï åõÝëéêôï, Üíåôï êáé ðïéïôéêü óå åéêüíá, áëëÜ êáé óå ëåéôïõñãßá. ÌðñÜâï óôç Sony ðïõ åðåíäýåé óå áõôÞí ôçí ôå÷íïëïãßá, ðïõ ðéóôåýù óôï óýíôïìï ìÝëëïí èá ðéÜóåé ðïëý ðåñéóóüôåñï. Áí êáé äåí ðÞñá ôï ðñþôï, ôá ãïõóôÜñù ðïëý áõôÜ,ãéáôß ðÜíå ôç gaming åìðåéñßá Ýíá âÞìá ðáñáðÝñá (Ýóôù êé áí ðÜó÷ïõí óå êÜðïéïõò ôïìåßò, áêüìá). Ößëïò ìïõ ðïõ ôï Ý÷åé, åðÝìåíå íá ðÜù íá ôï äù. ÐÞãá ìéá ìÝñá êáé áðü ôç óôéãìÞ ðïõ Ýâãáëá ôçí êÜóêá êáé ðÞãá óðßôé, åß÷á Þäç áðïöáóßóåé üôé èá ðÜñù ôï åðüìåíï, áí êáé üôáí âãåé. Öïâåñü ùò åìðåéñßá, áðßóôåõôï ôï ðüóï ìÝóá óå âÜæåé óå Ýíáí êüóìï.
    ÅÜí ëýóïõí ìßá êáé êáëÞ ôï èÝìá ôçò åëåýèåñçò êßíçóçò óôï ÷þñï (ëïãéêÜ, ôï eye tracking èá âïçèÜåé óå áõôü), ðïõ èá ôï êÜíïõí, íïìßæù áíïßãåé ï äñüìïò ãéá êáíïíéêÜ, ðëÞñç ðëÝïí ðáé÷íßäéá, ìå Üíåôï êáé âïëéêü gameplay.
    ËïãéêÜ èá Ý÷åé êáíÝíá 350\400Üñé Þ ðñïò ôá åêåß (åëðßæù ü÷é ðïëý ðñïò ôá ðÜíù). Ìå 250, ðçäÜìå áðü ÷áñÜ.

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  17. #13
    Moderator PDS's Avatar
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    Half-Life: Alyx on PSVR? Here's What Valve Has to Say

    Designer Greg Coomer reconfirms that the "initial" release of Half-Life: Alyx will be "available for SteamVR only". It definitely sounds like Valve is aware of the desire to see the game come to PSVR, however: "We believe Sony’s VR platform has been a huge success for the medium, and we assume that lots of Sony customers would love to experience this new chapter of Half-Life."
    Áíáìåíïìåíï. Ëïãéêá ãéá PS5, äåí íïìéæù ôï base PS4 íá ìðïñåé íá ôñåîåé êáôé ôåôïéï óå VR/60.
    .

  18. #14
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    PlayStation London Studio Working on New VR Exclusive, Likely for PSVR 2

    Åëðéæù ôï íåï ôïõò ðáé÷íéäé íá å÷åé free movement.
    .

  19. #15
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    Êïììáôéá áðï ðïóôò óå Restera/Neogaf åíïò Industry Professional ðïõ áöïñïõí ôï PSVR2

    Quote Originally Posted by BGs
    SPOILER: PERSONALLY I WOULD PAY ATTENTION TO PSVR2
    Spoiler!

    I saw your post at the other place mentioning PSVR2 and the mindblown.gif. Is there anything you can tell us about it at all? Like what can we expect in terms of improvements over what we have now or possibilities? PSVR2 is my most anticipated thing next gen by far.
    Quote Originally Posted by BGs
    If it comes at a competitive price for me it will be the perfect all-in-one.


    All-in-one as in PSVR2 can be standalone like Quest? 👀

    Or do you mean as in functionality/features, high res screen, wireless, eye tracking, inside out tracking, room scale, etc?

    Quote Originally Posted by BGs
    Features.
    .

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    Default Playstation VR Next Gen (rumors/hints/news)


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  23. #17
    Forum GOD Lefteris_X's Avatar
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    Íáé, êáé;

    Èåò íá ðåéò êÜôé ìÞðùò; Þ áðëþò ðïóôÜñåéò ëéíê êáé üôé êáôÜëáâå ï ïðïéïóäÞðïôå;

    Brexit åßíáé ôï Ýíá óåíÜñéï.

    Logistics åßíáé ôï Üëëï / êáé ïéêïíïìéêÜ ìáãåéñÝìáôá ðñéí ôï ïéêïíïìéêü êëåßóéìï ôçò ÷ñïíéÜò........äýï ðáñáìÝôñïõò (logistics + accounting) ðïõ ï êüóìïò ðñïóðåñíÜ ëåò êáé åßíáé áóÞìáíôá.

  24. #18
    Moderator PDS's Avatar
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    Sony Patents Valve Index-Like VR Controller With Finger Tracking


    Á recently-published patent from Sony Interactive Entertainment suggests that the company is working on a new VR motion controller, similar to those for the Valve Index. Could this be a new PSVR 2 controller?

    The patent for a ‘Controller Device‘ outlines an input mechanism for a “home-use game machine” that “detects movement of a user’s hand”. Not only that, but the kit features “a plurality of sensor units that detect the fingers of the user”. These can detect “the proximity or contact of a finger and outputs a finger detection signal indicating the state of proximity or contact of the finger.”


    In the image above, you can see a design not too dissimilar to current VR controllers; the user fits their hand into a strap and wraps their fingers around the back of the device to grip.

    The sensor units mentioned above are placed where the fingers would rest just like the sensors on the Index controllers or those embedded in an Oculus Touch controller. When the fingers are wrapped around the sensor, the controllers can relay that information to a given VR game and reflect the user’s in-game hands as making a fist or grabbing object. When the sensors can’t find a finger, they’ll assume it’s extended outwards and reflect that in-app.

    Again, this has been a feature in PC VR setups for a few years now, but no such feature exists in the PlayStation Move motion controllers for the original PSVR. Given the timing of the patent’s publication, this could indicate that Sony is looking to implement this type of finger tracking into new motion controllers for its rumored PSVR 2 headset, thought to be launching for the upcoming PS5 console.



    The drawings also show a strap for the user’s hand that could, in theory, allow players to let go of their controller and have it remain in their hand. In this way, the controller may be able to simulate the grabbing of virtual objects, much in the same way Valve’s Index controllers do.

    Meanwhile on the front of the device, we can see what looks like four face buttons with what could either be a fifth larger button in the middle or, possibly, an analogue stick, a feature that’s sorely missing in the current Move controllers for PSVR.

    However it doesn’t sound as if Sony has settled on a definitive means of tracking fingers, at least according to the patent. At one point the text says the sensor units could be configured by either an “electrostatic sensor or an infrared sensor” as examples.All that said, this is of course just a patent and in no way an indication of the final design of a potential new motion controller for a potential PSVR 2. In fact, we’ve seen other patents from Sony for a similar product sporting an entirely different design.

    We do know that Sony is implementing some exciting features into its next DualShock controller for PS5, including triggers that can apply resistance when squeezing and improved haptic feedback. We’re hopeful these features find their way into a new PSVR controller too. But we’re not expecting PSVR 2 to launch alongside PS5, which hits this holiday season, so we’re likely in for a long wait before these features are confirmed.
    .

  25. #19
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    PS5’s DualSense Controller Might Hint At PSVR2 Using Inside-Out Tracking

    Óôï thread ôïõ PS5 ÷èåò ó÷ïëéáóá ôçí åëëåéøç ôïõ Light ìðñïóôá ùò áðïäåéîç ïôé áëëáæåé ôï óõóôçìá tracking. Ôï uploadVR ïìùò ëååé êáé êáôé áëëï.
    Ï öùôéóìïò åîáêïëïõèåé íá õðáñ÷åé(ðéï äéáêñéôéêá) óå 2 ó÷éóìåò áñéóôåñá êáé äåîéá ôïõ touchpad. Áõôï èá ìðïñïõóå íá åéíáé åíäåéîç ãéá inside out tracking.

    To Inside Ïut Tracking åéíáé ìéá íåá ôáóç ãéá ôá êáéíïõñéá headsets ðïõ å÷åé èåôéêá êáé áñíçôéêá, áëëá åéíáé ìáëëïí áíáðïöåõêôï ïôé èá åðéêñáôçóåé.


    Ïõóéáóôéêá ôï tracking ãéíåôáé áðï ôï headset êáé ï÷é áðï åîùôåñéêïõò sensors. Ïðïôå ìðïñåé íá âëåðåé áðï ôï headset áõôåò ôéò öùôåéíåò ó÷éóìåò(ðïõ äåí èá ìðïñïõóå íá ôéò äåé ð÷ áðï ìéá êáìåñá áðåíáíôé, ïðùò åéíáé ç êáìåñá ôïõ PS4 óçìåñá).

    Óå ãåíéêåò ãñáììåò ôï tracking åéíáé ÷åéñïôåñï êáé ç åëåõèåñéá ìåãáëõôåñç.

    Pros
    -Freedom! With inside-out you're not restricted to a play space, so mobility is increased and the virtual feels a bit more… real.
    -For augmented and mixed reality, inside-out tracking will become essential as we demand more mobility from the systems.
    Cons
    Accuracy and latency. Inside-out tracking requires good computer vision, and this technology is a little further behind outside-in solutions, but it's getting there.
    -All computational work must be done by the headset itself.
    Ôï áñèñï åéíáé 3 ÷ñïíéá ðñéí, ïðïôå áí êáôáöåñïõí óôçí Sony íá äùóïõí óùóôï Inside out óå 1-2 ÷ñïíéá áðï ôùñá, åéíáé ìáëëïí ç êáëõôåñç åðéëïãç.
    .

  26. #20
    PS4forums Fanatic MajereMP44's Avatar
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    Åãþ èá êÜíù ìéá áðëïúêÞ õðïèåóç

    ôï PSVR áí èá åßíáé óõìâáôü ìå ps5, èá ìðïñåßò íá ðáßîåéò ìå ôï ds4

    êáé üôáí êõêëïöïñÞóåé ôï PSVR 2 èá Ý÷åé ìåí áõôü ôï tracking áðôü íÝï ÷åéñéóôÞñéï áëëÜ èá ðñïôåßíåôáé íá áãïñáóôåß ìå åéäéêÜ controllers
    Satan has left his killing floor
    PS4

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