Yeh, it's really weird, on one hand he says its used for foveated rendering then says Call of the Mountain only uses it for navigation. In other words, he's another one who has heard a few things, put two and two together and got five.
Exactly.That's a dumb fucking take
The cameras for eye tracking are peanuts compared to optics-diplays. That's why Quest 3 is rumored to still sport LCD panels, but with pancake lenses at least. Will probably be higher priced than Quest 2, anything tech nowadays are $$$.
I actually wish Sony had even made it more expensive to have wireless as an option (and support PCVR damnit)
Failing at making foveated rendering with eye tracking work apparently. He doesn’t believe in it, because he didn’t see the massive performance gains. Yet here we are, as genius as he sometimes can be, he’s proven wrong. Apparently foveated rendering with eye tracking works for Sony with a massive 3.5 times faster render times if done well.Failed at doing what?
Also, funny that all those people are talking about pancake lenses being the next big thing. Do they just ignore the fact that you lose 80% of your light from the screen vs Fresnel lenses? 80 f*cking percent. (Gotta admit the headset itself looks cooler and smaller but who cares if you’re the actual user, you don’t see the headset yourself when you’re using it).Exactly.
And eye-tracking is more important for PSVR2 then for Quest 3 for this reason: even though Quest 3 will be much weaker, it is a platform in itself, so the games can be made to whatever power is available; PSVR2, on the other hand, is part of the PS5 ecosystem, so it is important for it to be able to get ports of flat games. In my opinion the two biggest games it has are ports: GT7 and RE Village.
Pancake lenses block some 80% of the light (if not more). If PSVR2 used it the HDR highlights would look as dim as a weak SDR screen. I think some colors would suffer too, but I'm not sure about that.Isn't it true that there are some plus sides to the lenses besides cost? Don't they help with the HDR or color or something? I feel like I read there's some benefit alongside the OLED HDR-ness besides just being cheap (and not as good). Either way, it's still a pretty good package/step up from the prior model - from everything I've read.
Well, to be fair, when talking about performance he was comparing it to Fixed Foveated Rendering, and then you arent getting massive gains in overall performance, however, the visual detail is vastly improved across the display which could also be considered when measuring performance because to do the same without ETFR you'd pretty much have to turn Fixed Foveated Rendering off.Failing at making foveated rendering with eye tracking work apparently. He doesn’t believe in it, because he didn’t see the massive performance gains. Yet here we are, as genius as he sometimes can be, he’s proven wrong. Apparently foveated rendering with eye tracking works for Sony with a massive 3.5 times faster render times if done well.
I think the max at the moment is around 90ish degrees FOV.Pancake lenses block some 80% of the light (if not more). If PSVR2 used it the HDR highlights would look as dim as a weak SDR screen. I think some colors would suffer too, but I'm not sure about that.
Also, as far as I know, there are no Pancake lenses as large as the fresnel on PSVR2, so the FoV would probably be smaller, although the lenses on Pico 4 apear to be close in size (and people complain about it being too dim).
Eye tracking is 240hz on PSVR2. If 30hz is accurate for the Quest Pro I understand why the image would get blurry when moving the eyes quickly. It simply can not keep up deciding render location with such a low speed.Well, to be fair, when talking about performance he was comparing it to Fixed Foveated Rendering, and then you arent getting massive gains in overall performance, however, the visual detail is vastly improved across the display which could also be considered when measuring performance because to do the same without ETFR you'd pretty much have to turn Fixed Foveated Rendering off.
One thing I am confused about though is him saying that using ETFR would cause the screen to be blurry because our eyes move so fast. I'm not sure if I am misreading that or not understanding what he is saying, but you don't see it being blurry because of eye saccade do long as the round trip is fast enough (our eyes need to refocus whenever they move which takes time). Now I'm not sure if this is because they haven't got it working perfectly when he worked at Meta (I have heard that the eye tracking tech in the Quest Pro is only at 30hz vs 120hz on PSVR2) or whether he is talking about something else.
I’m sure PSVR3 and other headsets will have something vastly superior than now in another 6 yearsI think the max at the moment is around 90ish degrees FOV.
Another issue I believe is ghosting, again due to the way light bounces around inside the lens.
It's about choosing the right type of lens for what they are tryng to achieve. Sony wasn't too bothered about making the headset smaller and lighter (its already comfortable and light), instead they opted for fresnel as they wanted the best colour and brightness for HDR. Stand alone mobile like VR will want to use pancake because the headsets can be smaller and lighter. Ideally you'd want both but currently that isnt possible but they'll crack it in the coming years.
Take a look at this video of all the possible controllers they tested before creating the Dualshock 4.Well, we can be sure that Sony's engineers know better than us what the best possible trades are. And since reality is what matters, since reality is that all reviewers are finding PSVR2 image quality outstanding, that's what matters.
About that, one thing that is not appreciated about Fresnel lenses are God rays, but that has been almost completely resolved by Sony's Fresnel patent. Also, Fresnel lenses are significantly better than pancake in the amount of light that they allow to pass, allowing the use of OLED screens, traditionally less bright than LCDs. One more thing is that Fresnel lenses cause less pupil swim, which is one of the causes for motion sickness.
Those are things that in VR are significantly more important that avoiding a negligible amount of MURA in some dim situations (and that you notice only if you look for it, or if you are particularly sensible to it). Perfect lenses maybe don't exist, and the chice depends by what you want to realize and the overall cost. One sure thing is that all the headset has been engineered in order to have the best possible experience at the cheaper cost possible, not to use various high tech components only to ruin everything using bad lenses.
They have a small sweet spot for the eyes, so to be able to see the whole image in focus, it's necessary to be sure to set everything correctly, but once it's done, the image is more than great. And luckily, the setup process is very simple and quick right thanks to eye tracking.
Wow, even better thenEye tracking is 240hz on PSVR2. If 30hz is accurate for the Quest Pro I understand why the image would get blurry when moving the eyes quickly. It simply can not keep up deciding render location with such a low speed.
Where?Watch the mini documentary on how Sony created custom fresnel lenses just for this device.
Enjoy: Custom lenses.Where?
So you don't think it's possible that any of Sony's engineers figured something out that Carmack couldn't?That is not a proper counter argument, not even close.
Even if you go with carmack statement. That fov gives 2.5× of processing power. That's a lot for a system like ps5. Of course for the Quest is nothing. ShrugSo you don't think it's possible that any of Sony's engineers figured something out that Carmack couldn't?
Carmack will learn like others to never doubt the Sony secret sauce.So you don't think it's possible that any of Sony's engineers figured something out that Carmack couldn't?
Or even worse, when it's plain obvious that there's an attempt to create some drama and stir discussions with the primary purpose of gaining clicks, rather than being informative. When I see that kind of lack of dignity, I just cut off the source. It doesn't come from passion, it's just bad marketing.It’s pervasive in the games media. The amount of times I’ve stopped reading an article or quit a podcast because people don’t know the details of what they are talking about… Most of these so called professionals are more worried in engaging with their audience on Twitter and creating content than actually knowing in detail what they are talking about. Don’t give me bullshit about deadlines either, either this is what you do or it’s not.
30 Hz eye tracking is non enough for foveated rendering. To be enough it has ALWAYS to precede the starting point of the frame rendering pipeline, and moreover, for VR to be comfortable, the latency between head tracking and the actual display of the corresponding image must be within 20 milliseconds, otherwise it starts to create discomfort. 60 fps rendering time is around 16 milliseconds, and PSVR 2 has to be able to use foveated rendering for games that are 90 or 129 frames per second native (and the last ones have 8 millisecond frame rendering, so eye tracking must be quicker than that).Eye tracking is 240hz on PSVR2. If 30hz is accurate for the Quest Pro I understand why the image would get blurry when moving the eyes quickly. It simply can not keep up deciding render location with such a low speed.
But wasn't Carmak talking about fixed foveated rendering, at that time? In that case, he would be right, it offers quaite a small performance advantage.Carmack will learn like others to never doubt the Sony secret sauce.
While it's difficult to give an exact number as lots of variables can influence this - lens-matching (which is what 'fixed foveated' really does) tends to be around 2x more efficient (in terms of pixel-compute) than standard rendering on the current crop of headsets (mostly anything released in last 6 years).In that case, he would be right, it offers quaite a small performance advantage.
Well, regarding FFR, its results cannot be quantified until the extent it is used is known. We could have a case where it is used only a bit at the very external margin, or a case where it's used till near the central area of the screen. And the extent of resolution and detail reduction is also another variable. So it's literally impossible to establish a fixed value. At best, it could be estimated the average use of it.While it's difficult to give an exact number as lots of variables can influence this - lens-matching (which is what 'fixed foveated' really does) tends to be around 2x more efficient (in terms of pixel-compute) than standard rendering on the current crop of headsets (mostly anything released in last 6 years).
So it depends on how we define 'small' - on PC it has indeed not had a lot of traction (partially because of lack of standard ways to implement it - until VRS, you had to implement almost as many versions of it as there were GPUs on the market + not to mention paths for different HMDs - and while VRS is now standard on modern GPUs - if you pick 'just that' - nothing older gets optimizations (which would arguably need it more)).
But for closed-boxes like consoles or Quest - it's absolutely critical to use and by now it should be pretty much standard for every release.
Optimal value exists, which I already described - it's called 'lens-matching' - ie. redistribute pixel density based on lens-distortion of the target headset. When done this way, there are no IQ trade-offs - it's equivalent quality to 'standard rendering' at that relative cost.Well, regarding FFR, its results cannot be quantified until the extent it is used is known.
As I point out above - not when it's used for its intended purpose.Anyway, when eye tracked foveated rendering is avaliable, FFR should be banned altogether: it ruins the image where used, and you see it when you look around the screen.
Optical distortion software correction has been employed since the first VR unit, because it's necessary (otherwise the rectangular-shaped frame would appear fish-eye-distorted in the headset), but it's not FFR (the number of rendered pixels is the same). I understand tough that FFR can be measured somehow around it. In that case it would be quite marginal from a benefit standpoint.Optimal value exists, which I already described - it's called 'lens-matching' - ie. redistribute pixel density based on lens-distortion of the target headset. When done this way, there are no IQ trade-offs - it's equivalent quality to 'standard rendering' at that relative cost.
And you will have 2000 dollars left on your bank account vs another comparable set, to buy some sweeeeeeet games.More shit about it being expensive? Bore me fucking later. It’s not expensive when you compare it to headsets that provide a similar quality experience like the Index.
People will fucking cry about anything won’t they? Meanwhile, I’ll be having a blast on Wednesday in my ‘expensive’ VR headset that could ‘do without’ eye tracking.
Damn right there! Got GT7, RE8 and Demeo ready to go. Just waiting on Pavlov now and a day to myself on Friday.And you will have 2000 dollars left on your bank account vs another comparable set, to buy some sweeeeeeet games.
It was always going to be niche as a wired headset. So they might as well go all out on the tech specs. If they wanted mainstream adoption, they needed to make a direct Meta Quest competitor and support the platform with tons of 1st party games. But that’s expensive and risky. So they went for niche and expensive instead.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.
I didn't know the eye tracking is 240hz - I did some math in a previous post around the biological speed your eyes move and focus, but with 120hz as the assumption. It still had a few frames to work with at 120hz, but 240hz would give it plenty of time. No wonder it works so well.Eye tracking is 240hz on PSVR2. If 30hz is accurate for the Quest Pro I understand why the image would get blurry when moving the eyes quickly. It simply can not keep up deciding render location with such a low speed.
He can't have been because he mentioned the latency at the time. Fixed foveated rendering wouldn't be affected by latencyBut wasn't Carmak talking about fixed foveated rendering, at that time? In that case, he would be right, it offers quaite a small performance advantage.
If so, that would be actually strange: he is really prepared and it's strange that he would claim those low gains. Or maybe those gains are enough to keep a 60 fps game like RE8 at the same rendering level in VR as it is in flat. After all, even GT7 is already running at 60 fps, and in their VR versione they are still running at 60, with reprojection to 120, so maybe that' enough to bring parity between the versions.He can't have been because he mentioned the latency at the time. Fixed foveated rendering wouldn't be affected by latency
I was not referring to optical distortion correction - that's just a post-process shader that indeed, is always there.Optical distortion software correction has been employed since the first VR unit
As I note above - FFR is what we do to optimize for the fact 'a lot' of pixels get wasted with your standard linear render into a rectangle. And the difference is definitely not marginal - on average, most HMDs (for at least first 5 years or so - I stopped paying attention after) had a sweet spot requiring somewhere between 1.4-1.6x increase in pixels (on each axis) - ie. 1.96-2.56x more pixels than the native resolution of the HMD display.but it's not FFR (the number of rendered pixels is the same). I understand tough that FFR can be measured somehow around it. In that case it would be quite marginal from a benefit standpoint.
This thing is selling like hot cakes but everyone knows better than Sony.