News not only for developers: About VR
Sony revealed details about the next generation of PlayStation VR at a closed presentation for developers, the second-generation PS VR headset, developed by Sony specifically for the PS5, is gradually acquiring new details. The PSVR Without Parole YouTube channel and the UploadVR website told new details about the second version of the PS VR headset and controllers from Sony’s closed presentation for developers-the event allegedly took place on August 3.
Controllers for the second version of PS VR-according to PSVR Without Parole, the headset is codenamed NGVR-will be able to recognize not only the position in the hands and pressing buttons, but also measure the distance to the player’s fingers. This feature is a kind of analog of the Motion Sense contactless gesture control system, which Google used in the Pixel 4, and then adapted for the Nest Hub.
At the presentation, Sony told the developers that it is going to use a hybrid release model for future AAA games on the PlayStation. The goal is for major releases to have a VR version, similar to how it was with Resident Evil 7 and No Man’s Sky on PS4 and PS5. According to available information, the second-generation PS VR will not be autonomous. That is, you will still need a console to work with it. But in the future, players will be able to play key projects both on conventional displays and on a VR headset.
The PS VR 2 headset (assumed name) is equipped with an OLED display with HDR support and a field of view angle of 110°-10° more than the original PS VR. This is consistent with a previous Bloomberg report that Sony has chosen OLED screens made by Samsung Display for the second version of the PlayStation VR.
Previously, UploadVR reported on the estimated total screen resolution (4000×2040 pixels) and support for the “foveated rendering” technology, which is tied to tracking the user’s eye movement. This data was once again confirmed.
The use of the Inside Out approach is also confirmed (all the necessary sensors for tracking movements are built into the device itself and there is no need to use additional equipment) and adaptive triggers with tactile feedback.
The next-generation PSVR will connect to PlayStation consoles with a single cable, no auxiliary adapters will be needed. Sony first confirmed the existence of the second version of PlayStation VR in February, and in March showed the controllers for the new headset. Earlier, Bloomberg wrote that Sony plans to release a new generation PlayStation VR headset during the Christmas holidays of 2022. But the final design and specifications of the device can be approved earlier, so Sony can still share some details before the end of this year. At the same time, the authors of the YouTube channel PSVR Without Parole report that Sony plans to announce PS VR 2 at the beginning of 2022.
The company MyndVR adapts virtual reality for the elderly Almost two years ago, the first VR platform for the elderly MyndVR was developed, which allows old people “locked” in four walls to experience a lot of new experiences. Recently, the company of the same name released the second version.
As reported, MyndVR 2.0 was developed in collaboration with the Vive X accelerator of HTC, a manufacturer of mobile devices, as well as virtual reality glasses. Previous versions of the platform worked on VR headsets that require connection to a smartphone, the new model uses an autonomous VR helmet HTC Vive Focus. The kit includes a tablet through which the nurse can monitor what is happening in virtual reality, UploadVR writes. In terms of content, the new version of MyndVR does not differ from the previous one: an elderly person can relive the pleasant moments of the past, having visited, for example, a performance by Frank Sinatra, or visit places that he has always dreamed of — the Great Wall of China, the fjords of Norway or outer space. However, a scheme that does not require a smartphone is much more convenient for these purposes, according to the developers.
“The ease of use of HTC Vive Focus improves the quality of user experiences and gives older people who are no longer able to travel the opportunity to experience an even richer experience,” says Chris Brickler, co-founder of the company. — We cheer up the elderly and allow them to escape beyond the walls of hospitals and boarding schools. Thus, we improve the quality of their life.”
Interestingly, Brickler positions MyndVR as a kind of Netflix for people of a certain age. Finally, we note that MyndVR produces content both independently and by involving partners in this. The company’s products are sold in 20 US states and in Canada.
“There is no VR on Xbox because the audience does not ask for it,” In a conversation with the publication Stevivor, the head of Xbox Phil Spencer explained why Microsoft is not working in the direction of virtual reality for its consoles, while Sony is actively developing PlayStation VR.
The developer recalled his early words that VR will not be on the Xbox until “games for virtual reality devices will no longer be experiments and demo versions,” and admitted that the quote was overly harsh.
“I don’t really like that phrase of mine, because I don’t want to belittle the merits of people working on VR content,” Spencer points out.
Explaining why in this case VR is still not on the Xbox, the head of Microsoft’s console direction said that users simply do not associate their platform with this technology.
“We respond to the requests of our audience, and no one asks for VR. Most of our users know that if they need VR, there are other places for this — on a PC or somewhere else, ” Spencer said.
Microsoft does not want to implement the technology without a request from the audience because they are not sure that the solution will subsequently sell “millions of copies,” the developer added.
“Here we are largely guided by a purely commercial calculation,” he said.
At the same time, Spencer admitted that sometime in the future, the company may still add VR to the Xbox, but currently they are focused on something else.
NVIDIA has introduced new versions of the GameWorks VR and DesignWorks VR developer instruments NVIDIA has formally introduced model 1.0 of two useful developer tool packages (SDKs): NVIDIA GameWorks VR and NVIDIA DesignWorks VR. In connection with GeForce and Quadro GPUs, these packages give engineers an effective set of instruments for creating virtual worlds that can improve software work, eliminate latency, advance hardware compatibility, and speed up the broadcast of 360°video.
Both packages contain a full set of APIs and libraries for helmet manufacturers and app masters, covering the new NVIDIA Multi-Res Shading hi-tech. The packages of version 1.0 also include help for Windows 10.
The GameWorks VR package is already set up into relevant game engines. Epic Games has announced support for Multi-res Shading and VR SLI technologies of the GameWorks VR package in the future version of the UE 4. For the first time in public presented Multi-Res Shading technology improves the possibilities of the solution by up to 50% without compromising picture standard. It is a special technique for rendering content for virtual reality, where each component of the picture is processed in a resolution that is better suited to the pixel density of the finished picture.
The Multi-Res Shading hi-tech, available exclusively on the Maxwell structure, allows you to draw several changeable viewports in one pass, which significantly increases the overall impact of the solution. The VR SLI technology, also supported by the GameWorks VR package, guarantees improved capacity for VR apps, which lets you assign your own GPU to each eye, which allows you to significantly speed up the rendering of stereo images. For VR helmet manufacturers, the GameWorks VR package offers the following features. The Context Priority feature allows helmet experts to manage the task queue for the GPU to implement features such as Asynchronous Time Warp, which reduces delays and quickly adapts the image when the position of the gamer’s head changes, without the need for a new frame rendering. A special NVIDIA driver perceives VR helmets as head-mounted displays, and not as an extension of the Windows desktop, which is happening now on many systems. This improves compatibility and provides instant help for the device after connecting to a PC. Finally, Front Buffer Rendering allows the GPU to process the picture directly to the front buffer, thus reducing delays.
The NVIDIA DesignWorks VR package, designed for masters of high-quality VR apps in such areas as production, media, leisure places, oil, gas, medicine, and others, is built on the basis of the GameWorks VR SDK package and consists of the following instruments: Warp and Blend (new APIs that correct structure and brightness); Synchronization (prevent picture breaks and inconsistencies); GPU Affinity (distribution of graphics load and processing operations between GPUs), etc.
Developers of VR apps may upload the GameWorks VR package at the following link. The relevant model of the DesignWorks VR package is available for registered users via the link.