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Thread: PlayStation VR 2

  1. #1 SP
    Manager paul's Avatar

    Lightbulb PlayStation VR 2

    Quote Originally Posted by Comicbook.com
    Sony has confirmed that a new next-gen VR headset is in the works, presumably for PS5. The news doesn't come way of a PlayStation mouthpiece but a new job listing shared by Sony that confirms the company is working on a "next-generation VR head-mounted display." The listing doesn't outright mention PS5 or PlayStation, but many PlayStation fans assume this is in reference to the reported PlayStation VR 2.

    The listing, translated from Japanese to English by Google Translate, specifically contains the following snippet: “We are developing a next-generation VR head-mounted display." Meanwhile, as Upload VR points out, not only is Sony working on a VR headset, but bulking up for the job with 15 new openings.

    This suggests not only is the headset still in the early stages of development, but that Sony is investing the proper resources to ensure its success. According to the listing, applicants should expect to be “in charge of the mechanical design of the lens barrel supporting the optical system, small and lightweight housing, heat radiation design, development of jig for optical system evaluation, etc.”

    While many are assuming this is the PlayStation VR 2, nothing here confirms this. In fact, as Upload VR notes, the job posting is interestingly not for Sony Interactive Entertainment, but Sony Corp out of Japan. In other words, it's possible this is a VR headset for a wider audience than PlayStation. That said, just because this is possible doesn't mean it's probable. The safe bet here is that this is PlayStation VR 2 for PS5. [...]
    Sony Confirms Next-Gen VR Headset Is in the Works Presumably for PS5

    Prima versiune de PlayStation VR este compatibila cu PS5. Este nevoie de un adaptor, oferit de Sony.
    Attached Images Attached Images playstation_vr_1.jpg

  2. #2 SP
    Junior Member nicugoalkeper's Avatar
    Pentru ce adaptor, VR-ul la mine are HDMI si USB, iar camera e tot pe USB, iar PS 5 are 3 porturi USB, deci ?? pentru ce adaptor.

  3. #3 SP
    Manager paul's Avatar
    Quote Originally Posted by PlayStation Romania
    Adaptor PlayStation®Camera

    Conectează PlayStation®VR la consola PS5 pentru a te bucura de jocuri PS VR compatibile. Pentru a configura PS VR cu consola PS5, vei avea nevoie de PlayStation Camera* pentru PS4™ şi de un adaptor PlayStation Camera (nu este necesară achiziţia). Mai multe detalii despre cum poţi revendica un adaptor vor fi publicate pe PlayStation.com atunci când vor fi disponibile.

    *Model CUH-ZEY1 sau CUH-ZEY2
    Accesorii PS5 | O nouă generaţie de accesorii PlayStation

  4. #4 SP
    Senior Member keanustar's Avatar
    Quote Originally Posted by nicugoalkeper View Post
    Pentru ce adaptor, VR-ul la mine are HDMI si USB, iar camera e tot pe USB, iar PS 5 are 3 porturi USB, deci ?? pentru ce adaptor.
    Camera e pe un port special, nu USB. Pt ala cred ca avem nevoie de adaptor.
    Eu nici n-am mai deschis VR-ul de 2 ani cred, dar ma astept sa avem parte de jocuri noi cu texturi grafice mult mai bune pe PSVR1, iar limitarea sa o faca doar rezolutia.

  5. #5 SP
    Junior Member nicugoalkeper's Avatar
    Cam asa ma gandeam si eu dar parca vad ca o sa asteptam mult si bine pentru acel adaptor (aveam impresia ca e tot usb..), in schimb s-ar putea sa apara camere aftermaket mult mai bune ca cele oferite de Sony vom vedea.

  6. #6 SP
    Senior Member keanustar's Avatar
    M-as mira sa apara camere de la alti producatori. In cel mai rau caz trebuie sa luam noua camera, desi nu pare mult imbunatatita fata de cea existenta, cel putin pe partea de VR.

  7. #7 SP
    Manager paul's Avatar

  8. #8 SP
    Manager paul's Avatar
    Sony PlayStation VR headset patent description: A sensor generates signals representing whether a computer game headset is being worn properly so that the wearer may be advised. The sensor may be a pressure sensor or motion sensor or stretch sensor on the headset, or it may be a camera that images the wearer and uses image recognition to determine if the headset is on correctly. Additionally one or more light emitting diodes (LED) and/or one or more haptic feedback generators may be mounted on the headset for purposes to be shortly disclosed.
    Restul in olandeza:
    Sony PS5 VR headset met haptische feedback | LetsGoDigital
    Attached Images Attached Images platystation-5-ps-vr-2.jpg

  9. #9 SP
    Why so serious ? razvanrazy's Avatar
    First details on the next-generation VR system coming to the PS5 console.
    We’re taking what we’ve learned since launching PS VR on PS4 to develop a next-gen VR system that enhances everything from resolution and field of view to tracking and input. It will connect to PS5 with a single cord to simplify setup and improve ease-of-use, while enabling a high-fidelity visual experience.

    One of the innovations we’re excited about is our new VR controller, which will incorporate some of the key features found in the DualSense wireless controller, along with a focus on great ergonomics. That’s just one of the examples of future-proof technology we’re developing to match our vision for a whole new generation of VR games and experiences.

    There’s still a lot of development underway for our new VR system, so it won’t be launching in 2021. But we wanted to provide this early update to our fans, as the development community has started to work on creating new worlds for you to explore in virtual reality.

  10. #10 SP
    Manager paul's Avatar

    "It would be desirable if a user could use an inexpensive, simple and non-electronic device as a video game peripheral," the application reads. "The present disclosure seeks to address or at least alleviate some of the above-identified problems."

    As you might have guessed from the headline, Sony's answer to the problem is bananas. Well, not just bananas. What the application describes is a method that works with any "non-luminous passive object being held by a user." It could be a mug, a pen, a glass, or as in the inventors' preferred examples, bananas and oranges.
    Add some string and the next God of War has a pretty great Blades of Chaos peripheral

    There's also a nice section on a "Two-Object Controller," which instantly translates to us as, "Yes, you can dual-wield bananas."
    But this one is a little different. This application for a "Control apparatus and control program" was published in November and contains a detailed description of what might be the new PlayStation VR controller Sony announced to go with the new VR headset last week.

    A pair of drawings in the patent show off the controller from the front and back. The most instantly noticeable change is that the giant light-up globe of the original PSVR / PlayStation Move controller is gone, replaced by a small LED panel (labelled 235 in the drawing above) that can emit light in a variety of colors. Naturally, it has a few interesting additions as well.

    First and foremost among those additions is a trigger button that, like the PS5 DualSense triggers, can offer resistance when pressed, with a vibration device to provide accompanying haptic feedback. This isn't terribly surprising, given that Sony has already said its new VR controller would incorporate technology from the PS5 pads.

    However, this controller also sports a thumb sensor and three different finger sensors, so finger tracking somewhat like the Valve Index may be in play. Sony's patent application suggests that, combined with the haptic feedback, this could be used to let players feel the size and texture of virtual objects as they hold them.

    And while the controller specifically detailed in the patent only includes this force feedback on the index finger button, Sony specifies that multiple buttons could be arranged to provide differing levels of feedback for each finger. The described controller also features a flexible loop that goes around the user's hand to secure the controller in place and can be mounted on either side to accommodate use in the left or right hand.
    In one example, the company envisions a painting program where players hold a virtual palette in one hand and use their fingers to dab the color of paint they want and draw marks across a canvas. Each finger could be assigned a different color, or be used to erase previous work.
    Sony's controller tech is literally bananas | Patent Trawling | GamesIndustry.biz
    Attached Images Attached Images banana.jpg banana_dual_wield.jpg sony_vr_controller.jpg sonypaint.jpg

  11. #11 SP
    Senior Member sexbobomb91's Avatar
    https://blog.playstation.com/2021/03...ew-controller/
    03_withnotice.jpg
    Following the recent reveal of our next-generation virtual reality system for PS5, I’m excited to unveil more details about the new controller that will play a critical role in providing gamers with the VR experience we’re working to deliver. Our new VR controller speaks to our mission of achieving a much deeper sense of presence and stronger feeling of immersion in VR experiences. It will build upon the innovation we introduced with the DualSense wireless controller, which changed how games “feel” on PS5 by unlocking a new way to tap into the sense of touch. Now we’re bringing that innovation to VR gaming.

    Design

    The first thing you’ll notice with our next-gen VR controller is the unique design, which takes on an “orb” shape that allows you to hold the controller naturally, while playing with a high degree of freedom. There are no constraints with how you’re moving your hands, providing developers with the ability to create unique gameplay experiences.
    We also designed the new controller with great ergonomics in mind, so it’s well-balanced and comfortable to hold in each of your hands. We applied learnings from testing users with a range of hand sizes, as well as the decades of insights from controllers across all PlayStation platforms. The result is an iconic design that will change how VR games are played.


    Features

    The new VR controller enables players to feel and interact with games in a much more visceral way. There are several features, including key features from the DualSense controller, which match our vision for what next-generation VR games can be.
    Adaptive triggers: Each VR controller (Left and Right) includes an adaptive trigger button that adds palpable tension when pressed, similar to what’s found in the DualSense controller. If you’ve played a PS5 game, you’ll be familiar with the tension in the L2 or R2 buttons when you press them, such as when you’re drawing your bow to fire an arrow. When you take that kind of mechanic and apply it to VR, the experience is amplified to the next level.
    Haptic feedback: The new controller will have haptic feedback optimized for its form factor, making every sensation in the game world more impactful, textured and nuanced. When you’re traversing through rocky desert or trading blows in melee combat, you’ll feel the difference, magnifying the extraordinary visual and audio experience that’s so central to VR.
    Finger touch detection: The controller can detect your fingers without any pressing in the areas where you place your thumb, index, or middle fingers. This enables you to make more natural gestures with your hands during gameplay.
    Tracking: The VR controller is tracked by the new VR headset through a tracking ring across the bottom of the controller.
    Action buttons / analog sticks: The Left controller contains one analog stick, the triangle and square buttons, a “grip” button (L1), trigger button (L2) and Create button. The Right controller contains one analog stick, the cross and circle buttons, a “grip” button (R1), trigger button (R2) and Options button. The “grip” button can be used to pick up in-game objects, as one example.


    SIE’s Product, Engineering, and Design teams have collaborated to build our new VR controller from the ground up with a goal of making a huge leap from current-gen VR gaming. We’re thrilled with the controller we developed, but what matters now is how game creators will take advantage of the features to design the next generation of VR experiences. Prototypes of our new VR controller will be in the hands of the development community soon, and we can’t wait to see what ideas they come up with and how the controller helps bring their imagination to life!
    There’s still much more to share about the next-generation of VR on PS5. On behalf of all of us at SIE, I want to thank you for taking this journey with us!

  12. #12 SP
    Senior Member dronology's Avatar
    Quote Originally Posted by VGC
    Sony’s PlayStation 5 VR headset has its first confirmed game in multiplayer shooter Pavlov VR.

    Developed by Canadian studio Vankrupt Games, Pavlov is one of Steam’s most popular VR shooters, and includes “realistic reloading features” and fast paced combat as part of the core experience, according to its bio.

    As reported by Push Square, Vankrupt’s CEO confirmed on Twitter that the shooter would be coming to Sony’s recently announced PSV follow-up, stating that the original PS4 headset “doesn’t have the fidelity” to power the game properly.

    Sony’s PS5 VR headset has its first confirmed game

  13. #13 SP
    Manager paul's Avatar
    RUNNER - PlayStation 5 VR, PC VR and Next Gen:

  14. #14 SP
    Senior Member dronology's Avatar
    Quote Originally Posted by Upload VR
    In late 2017 Sony filed documents to patent a means of ‘shadow banning’ users in social VR applications by monitoring their language and comments.

    The filing, revealed in early May, outlines a means of “recognizing and tracking” behaviors of a reported user within a given social application. The system looks for “inappropriate” language, gestures and movements and generates a “saftey rating” for that user. That label is then compared to a set threshold, identifying anyone above it as a “griefer”.

    Shadow banning that user might not necessarily kick them out of the social VR experience, but it would mean their movements and actions would be invisible to others and they may not be heard, either. Social VR applications give users more ways to express themselves than you could in a traditional game but with that comes increased possibilities for trolling, hence the need for more elaborate monitoring techniques. Facebook will utilize a monitoring system for its upcoming social VR app, Horizon, that sounds similar in principle.

    Interestingly, one proposal for this solution includes “a system configured entirely with hardware” that specifically mentions tracking the user’s movement and even their gaze. Presumably, these would be features included in the headset itself. Another suggestion mentions using an “agent” placed within the application to judge any possible offenses.

    While features like these may be necessary as VR expands, it also calls into question the security and privacy of any user’s actions within that social VR experience. Figuring out that balance will no doubt be a challenge for social VR app makers in the future.

    It’s also interesting to note that Sony filed this document after PSVR’s release in 2016 and that the company doesn’t really have any big social apps to its own name on the platform. Could this be an indicator that Sony is indeed planning to launch a more robust social VR feature for the upcoming PS5 VR headset? We did report last month that the company had renewed the trademark for its PS3-era social VR service, PlayStation Home, so anything’s possible.
    Sony Wants To Shadow Ban VR Users For ‘Inappropriate Gestures’ And More, Patent Filing Reveals

    Quote Originally Posted by PlanetSmarts
    Virtual Reality serves to create new environments and, at the same time, to interact with games and other environments, but like other games, it also has toxicity. With this in mind, it appears that Sony is taking new steps with a patent on a ban system to players using their PlayStation VR.

    But it would be more of a Shadow ban, defined as a ban without cause or reason, something that occurs in other games such as Overwatch or League of Legends. Later, there are causes, but the player is deprived of a full gaming experience because of his behavior. Even if this already exists in VR, it has been difficult to implement it due to the nature of the game, now Sony has an idea.

    According to the patent, Sony explains that the reason for the system is to eliminate players known as “Griefer“, they are only going to hurt. This would prevent them from gesturing and speaking, as they recognize that ignoring or confronting these players would only increase harassment, so simply banning and ignoring would be the option. best formula to deal with them.

    Sony goes into some extra detail, describing the technology used in these bans as it would detect movement and gesticulation, as well as how close the players are. There are other factors and these, such as that would receive grades for their gestures or words, and even touching.

    For every action that may involve a veto, a score will be added to the player’s total, if he exceeds it he will be banned with a single warning. It could be effective, since the player has been warned before everything.
    Sony patents a banning method in virtual environments

  15. #15 SP
    Manager paul's Avatar
    Quote Originally Posted by UploadVR
    Sony’s next-generation VR headset for PlayStation 5 has significantly higher resolution, inside-out tracking, a vibration motor, and even foveated rendering, reliable sources tell UploadVR.

    We don’t yet know the product’s name, but multiple sources tell us Sony shared details with partners. Those details include a resolution of 4000×2080 pixels (2000×2040 per eye), a lens separation adjustment dial, and gaze tracking capable of foveated rendering. A motor in the headset can be used by developers to give direct haptic feedback.

    Sony previously confirmed it is developing a next-generation wired VR headset for PS5 to release sometime after 2021, and revealed the controllers for the upcoming device with analog sticks and finger position sensing, plus resistive triggers that can push back at your fingers when pressed, as seen in the PS5’s own DualSense controller.

    The resolution of the upcoming Sony headset is slightly less than HP Reverb G2 (the current market leader in consumer VR headset resolution) and slightly more than the Oculus Quest 2. The resolution should amount to roughly 8.3 million total pixels, just slightly more than what’s provided by a full 4K display, though of course that’s half per eye. The new VR headset will use a USB Type-C connection between the console and headset. The PlayStation 5 features a single USB-C port on the front of the device.

    The new Sony headset will use its onboard cameras to track the position of the new controllers, thereby simplifying setup dramatically compared to the current generation and unlocking more movement freedom for the player.
    Next-Gen PlayStation VR Is 4K Plus Eye-Tracking & Vibration

  16. #16 SP
    Manager paul's Avatar
    OLED de la Samsung + lansare de sarbatori 2022:
    Quote Originally Posted by Bloomberg
    One important holdout remains: Sony Group Corp. plans to use Samsung Display Co. OLED panels in its next-generation PlayStation VR goggles, according to people with knowledge of the matter. The Japanese console giant sold more than 5 million units of the original PS VR, launched in 2016, and is aiming to release the successor in the holiday period next year, the people said, asking not to be named discussing internal plans.

    A Sony spokesperson and a Samsung Display representative declined to comment.
    Fading IPhone LCD Screen Maker Pivots to Virtual Reality - Bloomberg

  17. #17 SP
    Manager paul's Avatar
    Quote Originally Posted by UploadVR
    That includes the resolution of 4000×2040 pixels (2000×2040 per eye) and eye-tracking support for foveated rendering.

    Other details from PSVR Without Parole’s video claim the device, codenamed NGVR (next-generation VR), uses an HDR OLED display and has a field of view (FOV) of 110 degrees, 10 more degrees than the original PSVR.

    Alongside foveated rendering, the new headset could also use a technique called flexible scaling resolution to further increase the performance of PSVR titles.

    The controllers, meanwhile, will reportedly feature capacitive touch sensors for the thumb, index and middle finger. These sensors will apparently be able to tell not just if a player is touching the controller but, if not, how far away from the controller their fingers are.

    On the gaming front, Sony reportedly told developers it’s looking to secure AAA titles for the new headset. To that end, the company wants upcoming traditional PS5 titles played on a flatscreen to feature hybrid VR Support, much like current PSVR-optional games such as Hitman 3, Resident Evil 7 and No Man’s Sky. Players will apparently be able to choose between downloading the flatscreen or the VR version first when a game releases.

    Backwards compatibility with old games for the original PSVR, meanwhile, was not confirmed.

    The new headset won’t be releasing in 2021, and PSVR Without Parole says that launch details will be revealed early next year.
    Report: PS5 VR Headset Will Have HDR OLED Display, AAA Games

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