The two Sense Controllers included in the box feature a natural shape to slip your hands into, as well as self-tightening wrist straps, so you don’t end up with a hole in your TV. Seated or standing without walking, it’s much more constrained, so developers don’t have to factor in the different room spaces.PlayStation VR 2 controllers. That’s asking a lot from developers, especially at this stage, when we’re very new to VR, to make it that in everyone’s home it’ll do the right stuff. And then the developer has to author an experience that deals with that different setup. “When you have it as just a single person, where the cable’s in the way, setting it up, finding the space you need, not everyone has the same amount of space, so everyone sets it up differently. “But it feels like it’s much more suited to location-based experiences, where you have a VR arcade or something with someone overseeing the experience for you.” “I’m a technology person, so I like the technology Valve’s promoting with the lighthouse boxes and walking around,” says Marks. So there can be a bit more latency, and you won’t notice it.” The company focused on sitting/standing experiences in part to be more developer-friendly “The other thing is that when you’re in virtual reality, you can’t see your hand or the real Move obviously, so you don’t have a reference to compare it to. Whereas on PlayStation 3 it was a single camera and had to use the size of the sphere as its way to get depth, which isn’t as accurate.” ![]() “One of the biggest things is that it has the new camera, and it’s a higher resolution stereo camera, so it can triangulate the depth better. “The tracking of the Move’s been tweaked some, but it’s also that it’s running on PlayStation 4 now, so we have more compute power” says Marks. So having all the weight distributed on the top of your head instead and pushing down through your body rather than thrust up against your face and torquing your neck, that’s the fundamental design behind our headset.” When you push on your face, that can be really uncomfortable and lead to headaches. And also pressure on your face, besides just touching it. “So a lot of it is not having it touch your face, not pull your neck forward. And then also it traps heat in there, and having your face get hot is obviously uncomfortable.” When something’s touching your face, you feel a little bit claustrophobic about it in a different way. “Also, and this varies by culture, but there’s a strong bias to not having anything touching your face. Even in terms of comfort, what our experience with other products over many years showed us, is that having it be balanced and not pulling your neck is probably the most important thing.” But that’s not necessarily right if you want the product to be rugged and consumer friendly and easy to use. “If you’re going to start from scratch and say, ‘let’s make a head-mounted display,’ you’d think you’d want the most minimal, lightest thing possible. Having more light-emitting portions of the panel and less of those black circuit electronics is good.” ![]() Our panel just has a better red, green and blue ratio compared to the blackness. So you want your panel to have very little black and lots of color, meaning the red, green and blue. That’s the black space between the pixels, and it looks kind of like a screen, and that’s what you don’t want. ![]() “You’ve probably heard of the screen door effect, which is one of the most popular negatives about virtual reality. When you do that, suddenly you can see the pixels again because they’re so big.” Now imagine you’re going to blow them up into this huge field of view, like you’re looking at a giant TV. “Apple has popularized the term ‘retinal display,’ which is this idea that you can’t see the pixels in an electronic screen. Those are the two main things that affect visual quality,” says Marks. ![]() “There’s two basic things here, the panel and the lenses. PlayStation VR can produce strikingly clear images for two reasons
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