Eddie-Griffin
Banned
https://www.trustedreviews.com/opin...ld-be-better-off-without-eye-tracking-4303024
So basically Ryan at Trusted Reviews believes that the big flaw with PSVR2 is price, and suggests that Sony could have sold the headset cheaper if they didn't include Eye-tracking/Foveated Rendering, which he claims is underutilized and not currently worth it. He also uses John Carmack to attempt to debunk Sony's claims of the benefits with Eye-Tracking, and that he doesn't believe many games will put in effort to support it, including Sony himself expressing his disappointment with Horizon: Call of the wild's implementation.
While there are some issues in his post, he does raise two points that are pretty reasonable,
1. Devs who want to make cross-platform games for the most money, may likely skip eye-tracking for compatibility since most headsets don't have it. This is especially true since the biggest software hub currently in the VR market right now is on headsets that don't have the feature.
2. Sony not having a major FP showcase of the feature at launch.
With that said, while these points are valid for now, his main argument still derives form the issue of the headsets price.
I believe that while many people on gaming forums and certain enthusiast circles are quick to shrug off the price, especially for the specs for the current headsets out at this time, I'm noticing more and more from non-hardcore gamers, to casuals bringing up the price more and more as we get closer to launch which does makes me believe it's going to be an issue that will impact sales.
Ironically, I'm not seeing this same mindset for Apple's rumored headset, and Bigscreen was mopped on the floor over there $999 reveal for their headset, granted Apple has the infrastructure to offer subsidization options, but that's still a bit hypocritical.
The 4K OLED screen is gorgeous, the controllers allow for natural interactions and the inside-out tracking provides pinpoint accuracy. In terms of hardware and specs, it’s hard to see where Sony could improve on its new headset even further, besides allowing backwards compatibility.
But there is one sticking point that makes the PlayStation VR 2 hard to justify, and that’s the price. At $549.99/£529.99, the PSVR 2 is even more expensive than a PS5 – and that console was hardly considered cheap when it launched two years ago.
That’s a hefty outlay for the headset, but it’s actually a comparatively low fee when you consider the specs. For example, the Meta Quest Pro recently launched with a retail price of $1500/£1499.99.
It is worth pointing out that the PSVR 2 doesn’t have an internal chip or storage like the Quest Pro, which would have helped Sony reduce its costs. But it’s still clear that Sony has had to subsidise the price when you consider how expensive the Vive Pro 2 headset is, which offers similar specs and also lacks an internal processor.
But despite Sony’s efforts, I still think the PlayStation VR is currently too expensive to appeal to mainstream gamers – the same market that makes up the main bulk of PS5 sales.
Having reviewed the PSVR 2 headset now, I believe Sony should have cut corners in order to reduce the cost of the headset. And the most expendable feature, in my opinion, is the eye-tracking technology.
This technology is so new that only a handful of headsets actually support it. Aside from the PlayStation VR 2, every other headset that packs the technology costs at least $1000 – so it’s a fair assumption that this tech isn’t cheap to implement. And yet, I’m not convinced that it’s an essential feature for VR (at least in terms of gaming) right now.
The main use of eye tracking is for foveated rendering. Since the headset is able to detect which part of an in-game environment you’re looking at, the PS5’s GPU is able to improve the pixel density in that area, while reducing the quality of your peripheral vision. It’s an efficient way to utilise the graphics power of your PS5, and will no doubt make the likes of Horizon Call of the Mountain look even better than it would otherwise.
Sony claims (via UploadVR) that foveated rendering results in 3.6x faster GPU frame times, which is a significant performance boost. But foveated rendering may not be as efficient as we initially thought, with John Carmack (former Chief technology officer of Oculus) suggesting that hopes for high-performance boosts are unrealistic.
You could also argue that the PlayStation VR 2 doesn’t really need a performance boost for the vast majority of VR games in its library – the PS5 is comfortably powerful enough to power experiences such as Beat Saber, Thumper, Moss and more. It’s a different story for games such as Horizon, but how many games of that calibre will actually arrive on that platform? It’s difficult to know at this point.
John Carmack instead suggests eye-tracking technology could be more useful for user interaction and in-game features.
There are already a few confirmed PSVR 2 games that will make use of eye-tracking technology. Rez Infinite will allow you to aim at targets with your eyes, in Tetris Effect you’ll be able to activate ‘Zone mode’ by closing your eyes, and in Switchback VR certain monsters will attack you whenever you blink.
But I was really disappointed to see that Horizon Call of the Mountain only uses eye-tracking technology for menu navigation. It’s odd to see the headset’s biggest launch game failing to make full use out of one the PSVR 2’s most exciting features.
As a result, I’m pessimistic that many big releases on PSVR 2 will actually make full use out of the eye-tracking technology. It may even be difficult to convince third-party developers to do so, as they’ll want to ensure cross-platform support for headsets such as the Meta Quest 2 which still lack the technology.
I’m sure eye-tracking technology will have a big impact on VR headsets in the future, especially for social apps where eye contact can help to improve social interactions. But right now, I think most people (including myself) would be happy to sacrifice the eye-tracking technology if it meant the PlayStation VR 2 became that little bit more affordable.
So basically Ryan at Trusted Reviews believes that the big flaw with PSVR2 is price, and suggests that Sony could have sold the headset cheaper if they didn't include Eye-tracking/Foveated Rendering, which he claims is underutilized and not currently worth it. He also uses John Carmack to attempt to debunk Sony's claims of the benefits with Eye-Tracking, and that he doesn't believe many games will put in effort to support it, including Sony himself expressing his disappointment with Horizon: Call of the wild's implementation.
While there are some issues in his post, he does raise two points that are pretty reasonable,
1. Devs who want to make cross-platform games for the most money, may likely skip eye-tracking for compatibility since most headsets don't have it. This is especially true since the biggest software hub currently in the VR market right now is on headsets that don't have the feature.
2. Sony not having a major FP showcase of the feature at launch.
With that said, while these points are valid for now, his main argument still derives form the issue of the headsets price.
I believe that while many people on gaming forums and certain enthusiast circles are quick to shrug off the price, especially for the specs for the current headsets out at this time, I'm noticing more and more from non-hardcore gamers, to casuals bringing up the price more and more as we get closer to launch which does makes me believe it's going to be an issue that will impact sales.
Ironically, I'm not seeing this same mindset for Apple's rumored headset, and Bigscreen was mopped on the floor over there $999 reveal for their headset, granted Apple has the infrastructure to offer subsidization options, but that's still a bit hypocritical.